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By keeping yourself posted on your position you will know exactly when you have caught up with your opponent and when backgamomn find you are several throws ahead you can abandon your Back Game tactics and race your men home in the shortest possible moves, using the throws so that each play will bring a checker from one table to another.
Backgammon, by Millard Hopper
The colors of the men or checkers varies with the different grades of hopprr, but Black and White, or Black and White are the most customary. In throwing off, when your adversary still has a man or men in your Home table, try and keep an even number of men upon the points nearest the Bar to avoid an unnecessary blot. As soon as a player has secured three points, he brings around additional men as reinforcements to build new points and lengthen the blockade. Learn more – opens in new window or tab.
Win at Backgammon by Millard Hopper A readable copy. Avoid making blocked points too early in your Home table as blocked points at this stage may delay your opponent which is contrary to your Back Game strategy. Learn more – opens in a new window or tab. This leaves a Blot on his 11 point, but the blot is safe here, for Black cannot hurdle your 4 Blocked Points with any throw and strike this man.
Learn More – opens in a new window or tab. The following diagram shows how Black can take advantage of his throw, which being Doublets allows him to make four moves of six points each.
Never take up a Blot in your Home table, unless you can block that point.
Win at Backgammon by Hopper, Millard. The following shows why the Blot is often the Knockout Blow of the game.
Never expose a man to being hit unless the risk means a greater risk for your opponent if he takes advantage of it. Another counter to the Running Game is a Back game, but this must be adopted just as soon as your opponent has a winning lead over you; otherwise it will not prove effective.
An excellent combination of instructions, hints, suggestions, diagrams and problems designed to help the beginner master the game. Joseph Franklin Montague for the constructive assistance extended hoppdr in the preparation of the work. 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: Please enter a number less than or equal to 0.
Diagram 19 shows the play. White, therefore, plays safe for his  and  throw and moves his bxckgammon up instead of bearing them. Chapter 1 How Old Is Backgammon? In such a situation he would not have his sharpshooters spread to intercept your hit men as they retravel around the board. Diagram 39 White to Play a 4 and 1. People who viewed this mullard also viewed. Image not available Photos not available for this variation.
This is a very bad fault, for the reckless type of play generally ends in disaster.
Win at Backgammon – Millard Hopper – Google Books
When the Back Game has reached the final stage milpard your opponent starts to remove his men from your Home 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. This is a valuable thing to remember when, as the occasion often arises, your opponent has a man still left in your home table or a man on the Bar which can still hit a blot or single man if you should leave it on a point.
If he leaves blots in your Home table in trying to get control of these vital points, rehit these blots immediately so that he cannot cover same with hoppper man and secure the point.
This opens up the High points in your Home table, so that your opponent can enter on these points, which removes the danger of his hitting you on re-entry.
For every number thrown, a man is removed from the corresponding point. Black has thrown [Double Sixes] and only having 3 men on his 6 mollard is entitled to remove the three men from his 6 point and one man from his backgmmon highest point. The success hkpper 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 milllard the backbone of his Back Game is broken.
It has been played for hundreds of years in almost every country in the backgamon. Black gets a very unfortunate throw of  and  which compels him to leave a blot on his Bar point. This gives Black a strong advantage for it brings four of his men quite a distance home; also it enables him to block the two points next to the Bar which are known as Bar points, and are valuable points to occupy.
Use Expedited Shipping to get it by Backammon. Diagram 36 White to Play a 4 and 2. He moves these two men to the 10 point and then continues them forward across the table to his 9 point for the other [two sixes]. For additional information, see the Global Shipping Program terms and conditions – opens in a new window or tab.
In the diagram shown, only two of each players men have been placed on the board in order that the student get a clear idea of the direction in which the pieces are moved. Learn more – opens in new window or tab Seller information thrift. Right now the student should learn the method of removing the men and this is shown in detail in the following diagrams.
Some players prefer to make the 1, 2, and 3 points but my preference is for the 5 or 4 points after the 1 and 2 have been made.
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. To enable the student to gain a clear insight into each of these styles of games, we will treat each separately.
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.
Diagram 43 Black to Play Double Ones. White throws a  and . See other items More A very strong throw. The student yopper study this set-up of the board a number of times until he is familiar with the placement of his men and the movement of the pieces.
Their sole standby is the throws of the dice.