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Any tips for playing backgames?

Posted By: Timothy Chow
Date: Tuesday, 19 August 2014, at 3:38 p.m.

In Response To: Any tips for playing backgames? (Ian Dunstan)

I think it depends on what stage of the game we're talking about.

In the pre-backgame stage, I think both players have some tricky decisions, mostly centering around how favorable the transition to a backgame is. Usually the potential backgamee just wants to hit blots, but sometimes sending the fourth checker back is a mistake because the second anchor is a big improvement. Usually the potential backgamer doesn't want to commit to a backgame but sometimes it's the best option. The cube action can also be tricky. If the transition to a backgame is still alive then it's usually ND/T but if the second anchor is looking unlikely then it can be D/T or even D/P.

Once the backgamer makes two deep points, I think that the backgamer has a somewhat easier time of it because the strategy is pretty clear. Don't break the anchors, stay mobile, easy take if doubled provided timing is still O.K. The backgamee can have tricky decisions about whether to hit more blots, whether to make or break home-board points, and whether to slot boldly. If the backgamer wins the timing battle and the backgamee has to just start bearing in against a well-timed backgame, there are similar tricky decisions. Some of the decisions will be forced, of course, but if the backgamee has been playing well then there will usually be some options and they can be subtle. In the pre-bot era, I think people didn't recognize how many options the backgamee has and how subtle the tradeoffs are. I have amassed considerably more backgamee checker-play blunders than backgamer checker-play blunders in this phase of the game.

If the backgame succeeds then I think the backgamer now has the harder decisions in general. First there's the cube decision. (Of course the backgamee also has a tricky take decision, but the backgamer may have several opportunities to blunder while the backgamee typically has only one.) Then there's the containment, which is often extremely difficult, even for the computer.

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