Backgammon Racing tips

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Tipsters are usually better known for horse racing, their expertise in being able to study form and having inside knowledge on the stables and jockeys can be a really valuable asset when betting on the horses, and consequently tipsters can make, or in some cases break a punter, if they give bad tips.
The same is true of backgammon experts, who in the game have honed their skills to such a degree that they can almost predict the fall of the dice but not always.

So as with the horses, tipping the likely winner or the best move is a matter of predictability and percentage.

Opening moves in backgammon are similar to the position a jockey takes when assessing the field from the saddle, does he hold the rail position or move out to the outside, to take their position on the shoulder of the leading riders?.

Consider these moves for backgammon in the same way:

  1. 6/5: Move back checker all the way across.
  2. 6/4: This combination allows three suitable plays:
    • Make your 2-point.
    • Move the back checker to your 14-point.
    • Run a back checker to the opposition’s bar-point (24/18) to bring a checker down from your mid-point.
  3. 6/3: This combination allows two suitable plays:
    • Move a checker from your 24-point to the 15-point.
    • Move a checker to the opponent’s bar-point to bring a checker down from your mid-point.
  4. 6/2: Two suitable plays:
    • Move to 16-point.
    • Or bring a checker down from your mid-point by moving to the bar.
  5. 6/1: Go forward and make your bar-point.

With the race in full swing the jockey now jostles for position, he sizes up the speed and the distance he has covered and the resources he has in hand.

This is akin to a 5/4: combination in backgammon as it allows two suitable plays:

Move a back checker up (24/20) while bringing a checker down (13/8) or move two checkers down from your mid-point (13/8, 13/9)

  1. 5/3: Make your three-point.
  2. 5/2: This combination allows two suitable plays:
    • Move a back checker up two spaces (24/20) then bring one down (13/8)
    • Bring down two checkers (13/8, 13/11)
  3. In this combination there are two suitable plays depending on the match score:
    • Perhaps split the back checker and bring one checker down (24/23, 13/8).
    • If you are behind in the match bring one checker down and slot your 5-point (13/8, 6/5)

At this point in the race the jockey has to make his move as this is where the chances of being boxed in are at their most prevalent.

Against this is the backgammon scenario 4/3: Perhaps the trickiest dice combination in backgammon.

Most experts suggest you should move up three off your back point (24/21) and move the four down from the mid-point (13/9).

  1. 4/2: Make your 4-point.
  2. 4/1: Usually you should split the back checker and bring a checker down (24/23, 13/9).

Gammons are very important here bring a checker down and slot your 5-point.

With the final stages of the race developing and the horse now clear of the back markers and into his stride the jockey begins to lean forward in his saddle.

3/2: Another dice combination with variety of plays depending on the score of the match.

Usual play is to move three off your back point (24/21) and bring the four down from the mid-point (13/11).

3/1: Make your 5-point.

With just one hundred and fifty yards to go the jockey urges his horse along gently with stirrups and whip, the winning post is in site it is just a matter of getting their first.

2/1: This is a dice combination where experts have been indecisive about the the play.

Instead of splitting your back checkers, computer rollouts have showed that splitting your back checkers (24/23) and slotting your 5-point makes good sense.

This last combination of the dice before the game begins is an incisive play which ably demonstrates the final stages in game play before the real race begins.

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