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Wednesday, December 13, 2006

Backgammon First Moves

From: Online Backgammon News


Whether you are a beginner just starting to make your first moves, or even an experienced player, we all have the same unsure feeling at the beginning of the game- how to move?

Now we have the solution! We have all had the 21 combinations the dice can produce, and wanted to know for sure that the move we choose is the best move possible.

Well now it is possible!

The opening backgammon moves have been thoroughly studied through the years with advanced computer programs, personal skill and intuition and today most of backgammon experts can finally agree the best recommended moves for each roll of dice at the beginning of the game.

But don't tell anybody…

If you decide to ignore the expert's recommendations for any reason, just bear in mind that you are reducing your winning chances significantly.
In order to win more matches all you have to do is to earn all the recommended rules by heart or take this article with you to every game.

You should also remember before starting to bet thousands of Dollars on your chances to beat the world backgammon champion that a backgammon match doesn't usually end in one move!
Even if you make the best first move it won't always bring you the victory the longed for victory.

In order to raise your backgammon abilities you must understand the logic and reason behind these recommended moves and implement this logic on the whole game by training, training and more training.

Just remember, by using these moves you will probably win more matches and that's proven statistically.

So 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.

Learn More: Backgammon

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