Backgammon Opening Roll

Once the game has begun, each player is going to be involved in the following endeavors:

1) Escape with his back checkers (those on point 1 or on point 24)
2) Block his opponent’s back checkers.

A good place to start is with the opening roll. It is imperative to know how to play each opening number, and it is important to know why the play is made. It is white’s play.

C-5 Run a back man to safety. This is known as lover’s leap.

6–4 Run a back man to 14 point (black’s 11 point). Don’t make the 2 point. The 2 point is safe, but as the beginner will see when he starts to play, the 2 point is worthless in the early game.
6-3 Run a back man to 15 point (black’s 10 point). An alternative is to play one man to black’s bar point (black’s 7 point) and come down to the 10 point from 13. Don’t try this move until comfortable with the other recommended plays.

C-2 Run a back man out, or bring one from 13 point to 5 point. The purpose of the second play is to try to secure the 5 point. Should black not hit white’s blot, white will have ex¬cellent chances to make a point on the 5 point with his next roll. Playing 6-2 in this fashion is an effort to block or contain the 4-3 Bopponent’s back men.

Playing 6–2 by running u: is the reciprocal. This roll is a bad number, and 4-2 N the player must take a gamble one way or the other. I prefer the second way in an effort to `~1 7l contain black’s back men.

After the dice have been thrown, the player must move the checkers in accordance with the numbers on the dice. If, for instance, he has rolled a 4-3, he must move some checker four spaces and then move another checker three spaces. Or, he may move the same checker if he wishes, moving it seven spaces.

Should he roll doubles, the same number on both dice, the player may move a total of four individual moves. This can be done by moving one checker four times, or by moving one checker three times and an¬other once, or by moving two checkers each two times.

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