Buy Win at Backgammon New edition by Millard Hopper (ISBN: ) from Amazon’s Book Store. Everyday low prices and free delivery on eligible. Buy Backgammon First by Millard Hopper (ISBN:) from Amazon’s Book Store. Everyday low prices and free delivery on eligible orders. The world’s checker champion describes the origin, history and technique of a game that is fast displacing other games in social and club life.

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As the game nears a close and the race is neck and neck, the men must be advanced to the Home table in the quickest manner possible. The expert Backgammonist always knows at all times exactly baclgammon far he is ahead of his opponent or exactly how far his opponent is ahead of him. This time, White has won a fortunate throw and he plays it as follows: Diagram 37 White to Play Double Sixes.


Diagram 39 White to Play a 4 and 1. You can move the same man twice; once for the number on one of the dice, and again for the number on the other — but you cannot add the two numbers together and play the total in one move. The best way to reckon the comparative strength or weakness is as follows: A Back Game to be effective, must be started early in the game.

If he should open another point in the midst of his men, endeavor to split up your two men, leaving two blots which form a greater menace to him, as you still have the opportunity of hitting him with a favorable throw and you put him in a position where an unfavorable throw on his part may force him to hit one of these blots which then may reenter and send his man back to start over. We will start with the Doubles first: After the first throw, the players use both dice and take turns with the throws until the game is completed.

May have some damage to the cover but integrity still intact. Learn more – opens in new window or tab. The main theory of the Back Game is to have as many men hit and restarted as possible, so that you can get behind your opponent and force him to pass your men again.

Add to cart to save with this special offer. The men are moved along the points on the far side of the board, then across the board until they reach their Home tables, from which they are moved off the board. If you are not slowed up by poor throws, the initial advantage offers a good opportunity to win.


The blots may be hit, but it is difficult for your opponent to hit them and also cover the point, and the risk is well Worth taking. The men are re-entered as though they are being played on to the board, a [1] throw entitles a man to enter on the 1 point a [2] on the 2 point, a [3] on the 3 point, and so on up to [6], each man being entered for the exact numbers thrown.

Learn more – opens in new window or tab Seller information thrift. Even the 6 point must be broken if necessary to spread blots to force your opponent to hit them by certain throws of the dice. This enables you to register the mechanics of the plays in your mind and gives an opportunity to judge the distances between the various points without having to count each point as you make your move.

Win at Checkers by Hopper, Millard. For additional information, see the Global Shipping Program terms and conditions – opens in a new window or tab No additional import charges on delivery Delivery: The Back Game The Back Game bacckgammon generally the favorite of the beginner who drifts into it naturally by recklessly leaving blots on exposed points.

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Your best bet is to move your outpost forward to the 4 point. The casts of the dice are always an uncertainty and a player, having a phenomenal succession of lucky throws, might come from behind to win in the home stretch.

Diagram 18 Here, White throws a [3] and a [1] ; he has no men on the 3 or 1 points, so must move up some of hhopper men from the higher to the lower points. Diagram 19 In this setting, White has already borne two men from the board and has a winning advantage.

You will backgqmmon aware of this easily, for he will start leaving blots at every opportunity. If the game ends in a Gammon, the number is doubled and if a Backgammon the total is tripled. Diagram 12 shows the situation after White has completed his plays. Generally, the first six throws suffice to show you which style of game to adopt.

When the Back Game has reached the final stage when your opponent starts to remove his men from your Backgammoj table, you should try immediately to secure as many blocked points in your Home table as possible and try to hit some of his men as they race for home.

Also, backgammom playing your men on to the low points in your Home table, as these men also are out of action and place you at a disadvantage.


White, therefore, plays safe for his [3] and [1] throw and moves his men up instead of bearing them. A very weak throw at start of game.

Backgammon, by Millard Hopper

Since the game does depend backgammon on luck, he also introduces the reader to the concept of chance with tables of odds for all possible rolls of the dice. Black now throws a [6] and [4]. Select a valid country. Remove as many men as possible with each throw, and when certain throws compel you to move up, try and cover your vacant points.

A doublet or double throw, of course, permits a player to remove double the number of men for instance: If you have always wondered how to play this ancient game of chance and skill, or if you have already been bitten by the backgammon bug, Millard Hooper, the Unrestricted Checker Champion of the World and the most profound writer on that game, will answer all your questions about backgammon and increase your pleasure and skill through his championship secrets of play.

Some players gamble on their luck and play a man to their Bar point, but the chances are about even of this man being hit.

The success of his Back Game depends on being able to spread some of his outside men, and if these men have been forced to run far ahead of schedule the backbone of his Back Game is broken. There is considerable strategy involved in this final stage of play and is treated at more length later in this book. Never expose a man to being hit unless the risk means a greater risk for your opponent if he takes advantage of it.

Diagram 17 Here, White has thrown a [Double 4] and removes four men from his 4 point. White now throws [4] and [2]. It takes only a few throws of the dice to tell whether or not you are facing a worthy opponent. When the numbers thrown on the dice are not available to make points, let them be used to make preparations for securing points. The way to do this is to make plays that will carry a man from one table to another.

Such a system of play soon becomes tiresome, especially if your adversary wins game after game, and your espousal of luck loses its conviction. Refer to eBay Return policy for more details.