h1

1-1

 

Because of the Rules of Modern Backgammon and Tournament Backgammon, there is no possibilty for an opening 1-1 Roll at first Roll of the Game, so we only need to look at 1-1 as replay to other non-doubles.

1-2  13/11 6/5  

open12vs11

Money Game and Gammon Save

open12vs11a

24/20* is right at Gammon Save and Money Game. You make here 4 good Thinks, first you put your opp on the Bar and second you prevent your opp from making his Golden Point (5 Point), third you slot the best Anchor and you Attack the Blot on the 11 Point.

Gammon Save : Usually when you have a GS Situation, your opp has a GG Situation, here the Hit gives your opp less Gammon wins. When you are at GS its important to get an Advanced Anchor as fast as possible, its exactly what 24/20* is doing slotting and hitting best Anchor available.

Money Game : Hitting at the opening Roll is allways a good idea, it gives you a Race lead, and here specially it slots best Anchor and Attacks the Blot on the 11 Point, and it prevents Black from making his 5 Point.

Double Match Point and Gammon Go

open12vs11b

DMP: At DMP Gammon and Backgammons are not important you just have to play the Move which gives you the best single Win Percentage. Making the Barpt and the 5 Point are 2 of the best Points you can make, they are realy assets. Even if Black is making his 5 Point, you are still at an advantage, cause you have already made the Barpoint. Additionally this move starts a Prime, if White can make next move his 8 Point.

Gammon Go: At a Gammon Go Situation its usually right to bring down Builders / Attackers and making the important Points as fast as possible, most of the Time your opp is at a Gammon Save Situation. Making the 5 Point here also takes away the possibilty for your opp to make the best Advanced Anchor. At Gammon Go your play is more focused on the the Offense Structure.

1-2 13/11 24/23

open12vs11c

Money Game, DMP, GammonGo, Gammon Save

open12vs11d

6/5(2) 24/22 is right for M, DMP, GG and GS.
Making the 5 Point is crystal clear. There is no need to make the Barpoint here, and leaving a direct Shoot on the Blot on the 8 Point, not even at GG. Splitting the Runner is much better for Flexibilty and the try to make an Advanced Anchor.

1-2 24/21

 





is Player 2

score: 0
pip: 164

Money session
Jacoby
pip: 167
score: 0

is Player 1

XGID=-a–a-E-C—eE—c-e—-B-:0:0:1:11:0:0:1:0:10
to play 11

eXtreme Gammon Version: 1.10

MoneyGame, DMP, GG, GS

 





is Player 2

score: 0
pip: 168

Money session
Jacoby
pip: 163
score: 0

is Player 1

XGID=aa–B-C-C—eE—c-e—-B-:0:0:-1:00:0:0:1:0:10
on roll, cube action?

eXtreme Gammon Version: 1.10

I play a lot of Money Games online and it happens  many times a day that my Opponents play the opening Rolls wrong. You also have to know the Replays to this exotic Plays.
This one here is quite clear hitting the Blot on the 21 Point. Its right for M, DMP, GG, GS. This play does do 2 good thinks, it hits the Opp and is making one of your best Points in your Homeboard.

1-2 13/10

1-2 24/23 24/22
I will make Rollouts for these 2 Rolls, i will post them later when finished.

 

1-3 8/5 6/5





is Player 2

score: 0
pip: 163

Money session
Jacoby
pip: 167
score: 0

is Player 1

XGID=-b—-E-C—eE—b-db—B-:0:0:1:11:0:0:1:0:10
to play 11

eXtreme Gammon Version: 1.10

Money Game and Gammon Save





is Player 2

score: 0
pip: 163

Money session
Jacoby
pip: 163
score: 0

is Player 1

XGID=-b—BC-C—eE—b-db-A-A-:0:0:1:11:0:0:1:0:10
to play 11

eXtreme Gammon Version: 1.10

Making the 5 Point with 6/5(2) is clear. White must now decide weather he is going for a Prime vs Prime Game by making the Barpoint or  going for an Advanced Anchor. At GS its quite clear, white should split and going for an Anchor, also this move looses less Gammons. In a Moneygame its very close. One possible explaination could be that 1-1 is a very weak running Roll, and white has to expect that Blacks next Roll will have higher Pips. Another Point to consider is that Black doesnt have many Builders and Attackers close, and its now much safer to split than later, when Black has brought down more Checkers from his Midpoint. Also its important to notice that after 8/7(2) White leaves an indirect shoot, if Blacks hit him, it will increases Blacks chances overall.

DMP and Gammon Go





is Player 2

score: 0
pip: 163

Money session
Jacoby
pip: 163
score: 0

is Player 1

XGID=-b—BCBA—eE—b-db—B-:0:0:1:11:0:0:1:0:10
to play 11

eXtreme Gammon Version: 1.10

At DMP Gammon and Backgammon are not important, making the Barpt and the 5 Point are 2 strong assets here and it gives White best single win chances. Also this play is best at Gammongo, cause you are more focused on the offense Side than on the defense side, and it wins most Gammons for White.

1-4  24/23 13/9





is Player 2

score: 0
pip: 162

Money session
Jacoby
pip: 167
score: 0

is Player 1

XGID=-aa—E-C—dE–ac-e—-B-:0:0:1:11:0:0:1:0:10
to play 11

eXtreme Gammon Version: 1.10

Money Game, DMP, GG, GS





is Player 2

score: 0
pip: 162

Money session
Jacoby
pip: 163
score: 0

is Player 1

XGID=-aa–BC-C—dE–ac-e–A-A-:0:0:1:0:0:1:0:10

eXtreme Gammon Version: 1.10

6/5(2) 24(22) is right for M, DMP, GG, GS. Its not necessary to leave the direct Shoot at the 8 Point by making the Barpoint. Whites Blot is a little bit under the gun here, but White has already made his 5 Point, which compensate the Risk of being under the Gun.

1-4 24/20 6/5





is Player 2

score: 0
pip: 162

Money session
Jacoby
pip: 167
score: 0

is Player 1

XGID=-a—aE-C—eE—c-da—B-:0:0:1:11:0:0:1:0:10
to play 11

eXtreme Gammon Version: 1.10

M, DMP, GG, GS





is Player 2

score: 0
pip: 167

Money session
Jacoby
pip: 163
score: 0

is Player 1

XGID=aa—BC-C—eE—c-da-A-A-:0:0:-1:00:0:0:1:0:10
on roll, cube action?

eXtreme Gammon Version: 1.10

6/5(2)* 24/22 is right for M, DMP, GG, GS. White is doing here 2 good thinks he hits the Blot on his 5 Point and makes the Point. Additionally with Splitting White is Attacking Blacks Blot on the 5-Point. At contrat hitting with 24/20* only hits one Blot of Black, but doesnt make a Point.

1-4 13/9 6/5





is Player 2

score: 0
pip: 162

Money session
Jacoby
pip: 167
score: 0

is Player 1

XGID=-b—-E-C—dE–ac-da—B-:0:0:1:11:0:0:1:0:10
to play 11

eXtreme Gammon Version: 1.10

Money Game and Gammon Save





is Player 2

score: 0
pip: 187

Money session
Jacoby
pip: 163
score: 0

is Player 1

XGID=ab—-E-C—eE–ab-dA—A-:0:0:-1:00:0:0:1:0:10
on roll, cube action?

eXtreme Gammon Version: 1.10

24/20* is right for Gammon Save and Money Game. At Gammon Save you are looking as fast as possible for an advanced Anchor, cause you prefer running Games or Holding Games with low Gammon Rates. With 24/20* you hit the opp here and slot the best available Anchor.
In Money Game its also better to hit with 24/20* for the same reason as for Gammon Save, hitting also give your opp less Gammon Wins.

DMP, Gammon Go





is Player 2

score: 0
pip: 162

Money session
Jacoby
pip: 163
score: 0

is Player 1

XGID=-b—BCBA—dE–ac-da—B-:0:0:-1:00:0:0:1:0:10
on roll, cube action?

eXtreme Gammon Version: 1.10

In DMP Gammon and Backgammon dont count, so you have to look for the Game which wins the most single Points. Making the 5 Point and Bar point are 2 strong assets and gives White most single Wins. White is not afraid of playing a Prime battle here, cause Gammons and Backgammons dont count, and he is ahead with his small 3 Point Prime, with the fourth point alreday sloted.
In Gammon Go you are not looking for a Holding Game or Running Game, you are looking for Games with higher Gammon Rates, and thats the Prime Game, 2 critical Points are already made with the 5 and Bar Point. Generally your focus is on the offense side instead of the defense side.

1-5 13/8 6/5





is Player 2

score: 0
pip: 161

Money session
Jacoby
pip: 167
score: 0

is Player 1

XGID=-b—-E-C—dE—d-da—B-:0:0:1:11:0:0:1:0:10
to play 11

eXtreme Gammon Version: 1.10

 

Money, DMP, Gammon Go





is Player 2

score: 0
pip: 161

Money session
Jacoby
pip: 163
score: 0

is Player 1

XGID=-b—BCBA—dE—d-da—B-:0:0:-1:00:0:0:1:0:10
on roll, cube action?

eXtreme Gammon Version: 1.10

At M, DMP and GG its right to make the Barpoint and 5 Point, the same arguments like above at the Slot play with 1-4 apply. But here additionally its also right to make the Building Game in Money Games. The reason for that is, that know Black doesnt have the same amounts of cover Numbers for his 5 Point. Here Black has all 1´s, 3´s and 8 to cover the Blot on the 5 Point. With the 1-4 Slot play Black have more Cover numbers 1´s, 3´s, 4´s and 8.

Gammon Save





is Player 2

score: 0
pip: 181

Money session
Jacoby
pip: 163
score: 0

is Player 1

XGID=ab—-E-C—dE—d-dA—A-:0:0:-1:00:0:0:1:0:10
on roll, cube action?

eXtreme Gammon Version: 1.10

24/20* is right at Gammon Save, cause you are looking as soon as possible for an advanced Anchor and you like to play Running and Holding Games instead of Prime Games, cause the Gammon Rate is lower. You hit here and slot best Anchor available.

1-5 24/18





is Player 2

score: 0
pip: 161

Money session
Jacoby
pip: 167
score: 0

is Player 1

XGID=-a—-EaC—eE—c-e—-B-:0:0:1:11:0:0:1:0:10
to play 11

eXtreme Gammon Version: 1.10

Money, DMP, Gammon Go, Gammon Save





is Player 2

score: 0
pip: 168

Money session
Jacoby
pip: 163
score: 0

is Player 1

XGID=aa—BCBA—eE—c-e—-B-:0:0:-1:00:0:0:1:0:10
on roll, cube action?

eXtreme Gammon Version: 1.10

The Building Game 8/7(2) 6/5(2) is right here for M, GG, GS, DMP cause you hit the opp and you make 2 very strong Points. There is no need to split here or any activity on the defense side here cause Black is still at the starting Position and has no Threads for Prime or Making Points.

1-5 24/23 13/8





is Player 2

score: 0
pip: 161

Money session
Jacoby
pip: 167
score: 0

is Player 1

XGID=-aa—E-C—dE—d-e—-B-:0:0:1:11:0:0:1:0:10
to play 11

eXtreme Gammon Version: 1.10

Money, Gammon Go, Gammon Save, DMP





is Player 2

score: 0
pip: 161

Money session
Jacoby
pip: 163
score: 0

is Player 1

XGID=-aa–BC-C—dE—d-e–A-A-:0:0:-1:00:0:0:1:0:10
on roll, cube action?

eXtreme Gammon Version: 1.10

6/5(2) 24/23 is best here for M, DMP, GG, GS. There is no need to leave here a direct Shoot after making the Building Play.

 

1-6 13/7 8/7





is Player 2

score: 0
pip: 160

Money session
Jacoby
pip: 167
score: 0

is Player 1

XGID=-b—-E-C—dE—bbe—-B-:0:0:1:11:0:0:1:0:10
to play 11

eXtreme Gammon Version: 1.10

Money, DMP, GG





is Player 2

score: 0
pip: 160

Money session
Jacoby
pip: 163
score: 0

is Player 1

XGID=-b—BCBA—dE—bbe—-B-:0:0:-1:00:0:0:1:0:10
on roll, cube action?

eXtreme Gammon Version: 1.10

8/7(2) 6/5(2) is right for Money Game, DMP and Gammon Go. This play is going forward a prime battle. White has after this move the better Distributation to extend his Prime, specially with the 4 th point in the Prime alreadey slotted.

Gammon Save





is Player 2

score: 0
pip: 160

Money session
Jacoby
pip: 163
score: 0

is Player 1

XGID=-b—BC-C—dE—bbe–A-A-:0:0:-1:00:0:0:1:0:10
on roll, cube action?

eXtreme Gammon Version: 1.10

At Gammon Save the splitting Play is better. At GS you dont like to play Prime Games you look for Running or Holding Games, with less Gammon Rates. Its always important at GS to get an advanced Anchor as soon as possible.

 

2-3 24/21 13/11





is Player 2

score: 0
pip: 162

Money session
Jacoby
pip: 167
score: 0

is Player 1

XGID=-a–a-E-C—dEa–c-e—-B-:0:0:1:11:0:0:1:0:10
to play 11

eXtreme Gammon Version: 1.10

Money, DMP, GG, GS





is Player 2

score: 0
pip: 166

Money session
Jacoby
pip: 163
score: 0

is Player 1

XGID=aa–B-C-C—dEa–c-e—-B-:0:0:-1:00:0:0:1:0:10
on roll, cube action?

eXtreme Gammon Version: 1.10

6/4(2) is right for M, DMP, GG and GS. You do 2 good thinks, you hit and put your opp on the bar and you make a nice Homeboard Point. Also you take away half of Blacks next Roll.

 

2-4 8/4 6/4





is Player 2

score: 0
pip: 161

Money session
Jacoby
pip: 167
score: 0

is Player 1

XGID=-b—-E-C—eE—b-d-b–B-:0:0:1:11:0:0:1:0:10
to play 11

eXtreme Gammon Version: 1.10

Money, DMP, GG





is Player 2

score: 0
pip: 161

Money session
Jacoby
pip: 163
score: 0

is Player 1

XGID=-b—BCBA—eE—b-d-b–B-:0:0:1:11:0:0:1:0:10
to play 11

eXtreme Gammon Version: 1.10

Blacks start to prime White with his 2-4 Roll, at Money, DMP, GG its best to counter Prime Black and making the Bar and 5 Point, with the 4th point in Prime (8 Point) sloted.

GS





is Player 2

score: 0
pip: 161

Money session
Jacoby
pip: 163
score: 0

is Player 1

XGID=-b—BC-C—eE—b-d-bA-A-:0:0:1:11:0:0:1:0:10
to play 11

eXtreme Gammon Version: 1.10

At Gammon Save you dont want to play a prime Game, you prefer to play running or Holding Games, where the Gammon Rates are lower than in Prime Games. 6/5(2) is clear, 24/22 is the splitting play which is the try to make an advanced Anchor. Its now much safer to Split, cause Black doesnt have brought down extra Builders and Attackers from his Midpoint, later it may be too dangerous to split.

to be continued……….

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One comment

  1. Very nice article. Thanks a lot for your work.



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