🎲 Backgammon Notes

strategy, cube decisions, openings & more

Contents

Backgame

The best back games are usually considered the 1-3, 2-3, and 2-4.

You should only go all-out for a back game once you have two back points made and are at least 70 pips or so behind in the race.

Read more →

Doubling

Magriel provides a guideline for offering or accepting the cube in a racing situation:

In a long race (about 100 pips) a player should be a minimum of 10 pips in the lead to offer a double, or a maximum of 13 pips behind to accept a double.

Free Drops

Post Crawford — Trailer doubles at the first opportunity. The leader has a free drop at even-away scores (for example, 4a-1a or 2a-1a).

Free Drop Rules

Leader takes when favorite:

The leader drops when the underdog.

At odd-away scores (for example 3a-1a) just take the double as leader.

PRAT

PRAT stands for Position, Race, Threats (+ Gammonish). These factors determine whether to offer, accept, or refuse a double.

1. Position

Which inner board points you have that the opponent does not:

2. Race

Formula: pips ahead / 16

3. Threats

Formula: decisive rolls / 9

4. Gammonish

PRAT Decision

When PRAT doesn't work

If there are any market losers you should double.

Olsen Scale

For the doubler — do you have a clear edge in 2/3 plans?

Threats are mandatory when considering doubling. Priming is special — with a very clear priming edge you can send the cube even without other advantages.

For the taker — do you have at least one good source of counterplay?

Seven Red Flags to Drop Cubes

  1. Lack of development
  2. Hoping to get lucky
  3. Too many gammons (at some scores)
  4. Crunched board
  5. Too much work to do (many back checkers, many blots, etc.)
  6. Too many threats (completing a strong prime, etc.)
  7. Poor timing

Openings

Reference chart →

Beginner (Michy)

Intermediate (Michy)

Advanced (Michy)

Double Tiger Play

Hitting loosely on e.g. 5 and 4:

Bearing Off

Anchor

Pip Counting

The Quadrant Crossover Technique

Guide →

Kangaroo Count

Guide →

First count half-crossovers, then make small adjustments. You can forget about the adjustments if the first part already gives you a big advantage/disadvantage.

Criss-Cross Count

Guide →

Isight Method

Rules for the Isight Method pip count:

  1. +2 for more than 2 checkers on the 1 point (3 checkers = +2, 4 = +4)
  2. +1 for more than 2 checkers on the 2 point (3 = +1, 4 = +2)
  3. +1 for more than 3 checkers on the 3 point (4 = +1, 5 = +2)
  4. +1 for empty 4, 5, or 6 points — only if the opponent has at least 1 checker on that corresponding point
  5. +1 for each crossover
  6. +1 for each additional checker on the board (if bear-off didn't begin, this is 0)

How to use it

  1. Calculate the isight count (6 rules above)
  2. Add isight count to real pip count = adjusted pip count
  3. Divide adjusted pip count by 6
  4. Add result of step 3 to your adjusted pip count
  5. Calculate opponent's adjusted pip count (without step 3–4)
  6. Compare

Doubling rules

Taking rules

Keith Count

For pure race games — an alternative to Isight.

  1. Calculate the Keith count for both players:
    • +2 for more than 1 checker on the 1st point
    • +1 for more than 1 checker on the 2nd point
    • +1 for more than 3 checkers on the 3rd point
    • +1 for empty 4, 5, or 6 point
  2. The player on roll increases their count by 1/7 (rounding down)
  3. Compare both counts

Doubling rules (doubler's count is higher)

Taking rules

One-Step / Two-Step Pip Tricks

Take/Pass decision (one step)

  1. Remove the last digit from the doubler's pip count
  2. Add 2 to that number
  3. That is the number of pips you can be behind to take

Example: Doubler has 93 pips, trailer has 104.

Doubling decision (two steps)

  1. Calculate the take/pass number as above
  2. Subtract 4 pips
  3. That is how many pips ahead you need to double

Example: Doubler has 94 pips, trailer has 101.

Holding Games

Standard holding game

Key thresholds:

Holding game with a goalkeeper

O'Hagan's Law

If you have 25% net market losers and you are in a 50/50 if you don't roll a market loser, then you should double.

Five-Point Matches

Detailed article →

When to double — Race positions

2345
2(special)A bit earlierA bit laterA bit earlier
3Much earlierMuch earlierSimilar to $Similar to $
4A bit laterSimilar to $A bit earlierA bit earlier
5A bit laterSimilar to $Similar to $A bit later

When to double — Blitz positions

2345
2(special)NeverNeverNever
3Much earlierSimilar to $Very lateVery late
4VERY EARLYMuch earlierMuch earlierMuch earlier
5VERY earlyMuch earlierMuch earlierEarlier

4a5a leading, 4a4a: double early. 4a or 5a trailing: double very early.

Jumping a Prime

(Notes to be added)

Random Advice

Take Points in a 7-Point Match

One row = that number is doubling. Top right corner = leader doubles. Bottom left = trailer doubles.

Take point / gammon price given. Gammon price = how much does a gammon hurt? If the gammon price is high and the position has gammons, adjust take points.

234567
232/0.025/0.019/0.023/0.023/0.023/0.0
326/0.525/0.525/0.522/0.522/0.420/0.4
420/1.021/0.922/1.024/0.824/0.725/0.6
517/0.719/0.718/0.820/0.720/0.620/0.6
623/0.522/0.522/0.623/0.623/0.523/0.5
722/0.523/0.622/0.622/0.622/0.522/0.5

Red: abnormally high take point (double earlier / drop earlier). Green: abnormally low take point (wait with doubling / take more).

Good Resources

Glossary