Welcome to Backgammon 101

 

Come on all you backgammon addicts. let's help others improve their game with your insight and strategies involed in this game,

Our first submission is from an old friend from the Yahoo Message Boards. I have played him a few times and he knows what he is talking about. Thanks Cherobee for this addiction to the Bunny Web Site.

BASICS OF DOUBLING IN YAHOO BACKGAMMON
by Cherobee

The following advice is based on the fact that the change in your rating at the end of a match does not depend on the final score of the match. It depends only on whether you won or lost the match, the difference between opponents' current ratings, your "experience" and the match length. For example: against a given opponent, your rating will rise by the same amount in a 5-point match whether you win 5-4 or 32-1. I will mostly illustrate these basics by using the 3-point match as an example, but the same basic ideas apply to matches of any length. Remember, doubling is a vitally important part of Backgammon. Without mastering the basics given below you will never be a good player.


1. When you are ahead 2-1 in a 3-point match, you should never double. You only need one more point to win the match. The match will be over whether you win 3-1 or 4-1, and either way your rating will rise by the same amount. Thus, you have nothing to gain. But you have potentially plenty to lose. If you double, your opponent will gratefully accept. He doesn't care if he loses 1-3 or 1-4, as his rating will decline the same amount either way. You will be giving him a free chance to win the match by coming from behind to win the present game.


2. When you are losing 1-2 in a 3-point match and the Crawford (no doubling allowed) game has already been played, you should automatically double right at the beginning of the game. You have nothing to lose by doubling. If you lose this game, your rating will decline by the same amount whether you lose 1-3 or 1-4 However, you have everything to gain by doubling: If you win this game, you win the match. If you don't double and you win this game (without a gammon), the match will then only be a 2-2 tie.


3. Suppose you are behind 0-1 in a 3-point match, your opponent doubles and you accept. Then you must immediately redouble (even though you are already the underdog in this game). You have noting to lose (it doesn't matter whether you lose 0-3 or 0-5) and everything to gain: if you redouble and win this game, you win the match.

4. Normally, you need about a 70% (not 51%, as you may think) chance of winning the game to safely offer the first double. You need this safety margin because of the times when you will be redoubled and drop. In situations, however, where the cube will be "dead" after you double, you should double with just a 51% chance of winning the game. For example, with the score at 1-1 in a 3-point match, you double if you have at least a 51% chance of winning. This is because you cannot be redoubled. With the cube already at 2, a redouble is meaningless (it doesn't matter whether your opponent wins the match 3-1 or 5-1). For the same reason, you should double in a 2-point match when you have at least a 51% chance of winning the game and the score is 0-0. You'd be amazed at how many Yahoo players double at a score of 1-1 in a 2- point match, even though this double is meaningless. You'd be even more amazed at how many players drop this double!

5. The question of when you should accept a double is too complicated to enter into here. In "money" play, where there is a payment after each separate game and no "match length", it can easily be proved that you should accept a double if you have minimal chances of being gammoned and will win the game from the current position at least 25% of the time. However, in "tournament" play, as we have at Yahoo, the situation is more complex and your decision depends also on the current match score.

6. Never do your opponent the favor of doubling him when you have good chances to gammon him. He will gratefully drop, losing only 1 point instead of 2 points in the probable gammon. You are letting him off the hook cheaply.


7. A good backgame will win about half the time. Therefore, don't double your opponent if he has one. If you have a good backgame and are doubled, you should accept, even though when you lose you will often lose a gammon.

8. In a 1-point match, doubling is completely meaningless. Yet there are Yahoo players who will actually drop such a double! Playing strategy is radically altered here since there is no fear of being gammoned. Only for simpletons.


9. 101-point matches are only for the demented.


10. The quickest way to improve your doubling skills is to play against Jellyfish at level 7 (or some other, comparable, software. JF is not only the strongest player you will ever face, but it also tutors you as you play.


Here is a link to download a FREE light version of the Jelly Fish Backgammon Program

 

Thinking of sharing with this site. Please read the link below.

HOW TO SUBMIT

The site will constantly be changing with your ideas. It is NOT the intention to offend anyone. No personal attacks on another bunny will be posted. This is a mature site, with mature thoughts and content. This is not a site for children.

This site was designed to be fun, enjoyable and interesting. It is an extended expression of our many talents and personalities, which, we all know to be numerous. We are a very diversified group of bunnies and definitely require a unique home. Everything will be kept posted on this site, until we start to run out of space. At that time, the Web Mistress, will delete the oldest stuff first. Profiles, will remain, until a request to take one down , is received

Privacy Policy

Web Mistress:Sassy_Red_Mustang

Home
Bunnies "R" Us Profiles
Cotton Tale Articles
Poetry Patch
Dats Funny Jokes
Bunny Stew Recipes
14 Carrot Links
Bunny Announcements
Bunny Photo Albums


Back Door Link


Guest Book


Bunny Calendar
Yahoo! Calendar





.....

Hosted by www.Geocities.ws

1 1