Backgammon Variants
There are many variants of standard backgammon rules. Some are
played primarily throughout one geographic region, and others add
new tactical elements to the game. Variants commonly alter the
starting position, restrict certain moves, or assign special value
to certain dice rolls, but in some geographic regions even the
rules and directions of the checkers movement change, rendering the
game fundamentally different.
Acey-deucey is a variant of backgammon in which players start with
no checkers on the board, and must bear them on at the beginning of
the game. The roll of 1-2 is given special consideration, allowing
the player, after moving the 1 and the 2, to select any doubles
move of his choice. A player also receives an extra turn after a
roll of 1-2 or of doubles.
Hypergammon is a variant of backgammon in which players have only
three checkers on the board, starting with one each on the 24-, 23-
and 22-points. The game has been strongly solved, meaning that
exact equities are available for all 32 million possible
positions.
Nackgammon is a variant of backgammon invented by Nick "Nack"
Ballard[8] in which players start with one fewer checker on the six
point and midpoint and two checkers on the 23 point.
Russian backgammon is a variant in which players start with no
checkers on the board, and both players move in the same direction
to bear off in a common home board. In this variant, doubles are
more powerful: four moves are played as in standard backgammon,
followed by four moves according to the difference of the dice
value from 7, and then the player has another turn (with a few
exceptions).
Another simple variant of Backgammon is to only allow a maximum of
five checkers on any point. This variation is not part of the
official rules, but has proved popular with casual players in some
regions.
Strategy and tactics
Backgammon has an established opening theory, although it is less
detailed than that of games like chess. The tree of positions
expands rapidly because of the number of possible dice rolls and
the moves available on each turn. Recent computer analysis has
offered more insight on opening plays, but the midgame is reached
quickly. After the opening, backgammon players frequently rely on
some established general strategies, combining and switching among
them to adapt to the changing conditions of a game.
The most direct strategy is simply to avoid being hit, trapped, or
held in a stand-off. A "running game" describes a strategy of
moving as quickly as possible around the board, and is most
successful when a player is already ahead in the race. When this
fails, one may opt for a "holding game", maintaining control of a
point on one's opponent's side of the board, called an anchor. As
the game progresses, this player may gain an advantage by hitting
an opponent's blot from the anchor, or by rolling large doubles
that allow the checkers to escape into a running game.
The "priming game" involves building a wall of checkers, called a
prime, covering a number of consecutive points. This obstructs
opposing checkers that are behind the prime. A checker trapped
behind a six-point prime cannot escape until the prime is
broken.[12] A particularly successful priming effort may lead to a
"blitz", which is a strategy of covering the entire home board as
quickly as possible while keeping one's opponent on the bar.
Because the opponent has difficulty re-entering from the bar or
escaping, a player can quickly gain a running advantage and win the
game, often with a gammon.
A "backgame" is a strategy of placing two or more anchors in an
opponent's home board, while building a prime in one's own board.
The anchors obstruct the opponent's checkers and create
opportunities to hit them as they move home. The backgame is
generally used only to salvage a game wherein a player is already
significantly behind; using a backgame as an initial strategy is
usually unsuccessful.
"Duplication" refers to the placement of checkers such that one's
opponent needs the same dice rolls to achieve different goals. For
example, a player may position all of his blots in such a way that
his opponent must roll a 2 in order to hit any of them, reducing
the probability of being hit more than once. "Diversification"
refers to a complementary tactic of placing one's own checkers in
such a way that more numbers are useful.
Many positions require a measurement of a player's standing in the
race, for example, in making a doubling cube decision, or in
determining whether to run home and begin bearing off. The minimum
total of dice rolls needed to move a player's checkers around and
off the board is called the "pip count". The difference between the
two players' pip counts is frequently used as a measure of the
leader's racing advantage. Players often use mental calculation
techniques to determine pip counts in live play.