Celebrating 13 years in backgammon games

Saving Backgammon Sixes

by Walter Trice
15 August 2008


Walter Trice

A backgammon holding game often becomes a waiting game in which each player tries to do nothing longer than his opponent. Outfield points stare each other down, and when one of them blinks the other may get a blot to shoot at. The essential resource in a waiting game is spare checkers to do nothing with, playing otherwise awkward rolls without having to break a key point or leave a vulnerable blot.

Sixes must be played from the outfield before the bearoff, so rolls with a six are most likely to be troublesome. Most of us learn, at some point, to pay attention to spare outfield checkers that can be used to play sixes safely, and not to give them up without a good reason. But any simple tactical trick can get played at the wrong time. Sometimes one can find reasons to "save a six" and miss more important reasons why it is better to just play the last outfield spare home.
 

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Article text Copyright © 1999-2012 Walter Trice and GammonVillage Inc.

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2.
Subject: Re: Saving Backgammon Sixes
From: trice
Date: 27 Aug 2008 23:57 EST

In Problem 7, the contact-breaking 18/13 18/12 should have been shown in the list of candidates. Green wins 21.9% of the time this way, according to Snowie -- quite a bit less than the 30% he can have by the best 8/2 10/5.

I would maintain here that Green is indeed "playing for the good breaks" with 8/2 10/5, including the possible race win. (I should have pointed this out in the solution.) The play fills the gap on the deuce and brings the other spare to a fine position on the five point. It illustrates the optimistic approach that is appropriate when you are trying to win from an underdog position. Green is trying to get the most out of both of his possible ways to win. The nice home board distribution he gets from 8/2 10/5 is best for closing White out if he hits a blot and also best for the race, if it comes to that.

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Celebrating 13 years in backgammon games