Opening gambits
By far the most important move you make in backgammon is usually
your first one. Victory can be snatched at the last moment by a quick
incisive move, but reaching that point is dependent really on one
thing, your first move. This has been a classic dilemma for backgammon
players over the years, figuring out what is the best move to make.
Even with today's technology and latest computer programs the first
move has to be the right move. Regardless of what your status is from
beginner to Master choosing that first move sets you up for the rest
of the game.
Having looked at the possible combinations of which there are 21
possible for opening moves, a study has concluded the following
possibilities.
It is still up to of course if you wish to take the advice of these
experts drawn from the ranks of scientist and player alike, but they
believe that using them will give you a much better chance of success.
But that is for you to find out.
The Opening Gambit:
Here are the dice results and the recommended move for each result.
6/5: Move the back checker all the way across
6/4: This combination allows three suitable plays:
• Make your 2-point.
• Move the back checker all the across to your
14-point.
• Run a back checker to the opponent's bar-point
(24/18) to bring a checker down from your mid-point.
6/3: This
combination allows two suitable plays:
• Move a checker from your 24-point to your 15-point.
• Move a checker to the opponent's bar-point to bring a
checker down from your mid-point.
6/2: This
combination allows two suitable plays:
• Move to the 16-point
• Bring a checker down from your mid-point by moving to
the bar to
6/1: Go
ahead and make your bar-point.
5/4: This
combination allows two suitable plays:
• Move a back checker up (24/20) while you bring a
checker down (13/8)
• Bring two checkers down from your mid-point (13/8,
13/9)
5/3: Go ahead and make your three-point
5/2: This combination allows two suitable plays:
• Move a back checker up two spaces (24/20) while you bring one down
(13/8)
• Bring down two checkers (13/8, 13/11)
5/1: This combination there are two suitable plays depending on the
match score:
• Generally split the back checker and bring one checker down (24/23,
13/8).
• If you are behind in the match you can bring on checker down and
slot your 5-point (13/8, 6/5)
4/3: This is perhaps the trickiest dice combination in backgammon.
However, according to most experts you should move up three off your
back point (24/21) and bring the four down from the mid-point (13/9)
4/2: Go ahead and make your 4-point.
4/1: Usually you should split the back checker and bring a checker
down (24/23, 13/9). However, when gammons are very important you might
want to bring a checker down and slot your 5-point.
3/2: Another dice combination with a wide range of possible plays
depending on the score of the match. However, it's generally agreed
upon that you should move up three off your back point (24/21) and
bring the four down from the mid-point (13/11)
3/1: Go ahead and make your 5-point.
2/1: This is a dice combination where the experts recently change
their minds regarding the play. Instead of split your back checkers,
computer rollouts have showed that you should split your back checkers
(24/23) and slot your 5-point.
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