<?xml version="1.0" encoding="UTF-8"?><rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:rssdatehelper="urn:rssdatehelper"><channel><title>Strategy Articles - Checkerplay.com</title><link>http://www.checkerplay.com</link><pubDate></pubDate><generator>umbraco</generator><description>Latest strategy articles from checkerplay.com</description><language>en</language><item><title>Takepoints and Gammon Prices in a 15-point match</title><link>http://www.checkerplay.com/strategy/takepoints-and-gammon-prices-in-a-15-point-match</link><pubDate>Tue, 09 Nov 2010 11:47:02 GMT</pubDate><guid>http://www.checkerplay.com/strategy/takepoints-and-gammon-prices-in-a-15-point-match</guid><content:encoded><![CDATA[ 
<p>This is an article from <strong>John O'Hagan</strong>, who is
available for backgammon lessons at <a rel="home"
href="http://www.thebackgammonlearningcenter.com/wp/"
title="The Backgammon Learning Center">the Backgammon Learning
Center</a> and member of the <a href="http://www.usbgf.org/">US
Backgammon Federation</a>.</p>

<p>John has won far too many tournaments to list, and he is
currently ranked No. 11 in the World on the Giants list.&nbsp; He
recently took 1st place in the Howard Ring Memorial Quiz, which was
a pure test of backgammon knowledge and skill.&nbsp; John has
retired and is now devoting his time to playing and teaching
backgammon-he has placed 2nd in the World Championships is
currently ranked No. 1 on the U.S. ABT tour.</p>

<p>Below are some rules of thumb that you can use to estimate your
takepoints and gammon prices (or values) in a 15-point match.&nbsp;
They are the combination of being simple enough to use OTB and
accurate enough to usually lead you to the correct cube
action.&nbsp; They are based on the Rockwell-Kazaross MET.&nbsp;
These rules do not apply to scores where both players are within 5
points of victory (they do however apply to any score where the
trailer is 6 or more away even if the leader is 5a or less).&nbsp;
I recommend that players memorize the takepoints and gammon values
for these 5a or less scores on their own.&nbsp; Also, don't use
these rules for Crawford or Post-Crawford scores.</p>

<p>Perhaps someone smarter than me can come up with a "one size
fits all" formula for takepoints and gammon values.&nbsp; Something
like the takepoint is 25% plus <em>a</em>% if a win by the opponent
puts him at Crawford, plus <em>b</em>% if a win by the opponent
wins the match with no overage, minus <em>c</em>% if a win by the
opponent wins the match with overage, minus <em>d%</em> if a win by
me puts me at Crawford, minus <em>e</em>% if a win wins the match
with no overage, minus <em>f</em>% if I'm way behind in the match,
etc.&nbsp; Similarly, the gammon price formula could be 50% +/-
factors <em>a-f</em> plus factors <em>g</em> and <em>h</em> for one
being way ahead or behind in the score.&nbsp; I haven't been able
to come up with a formula like this, but maybe someone can?</p>
]]></content:encoded></item><item><title>Rake adjusted cube handling</title><link>http://www.checkerplay.com/strategy/rake-adjusted-cube-handling</link><pubDate>Wed, 14 Apr 2010 17:02:06 GMT</pubDate><guid>http://www.checkerplay.com/strategy/rake-adjusted-cube-handling</guid><content:encoded><![CDATA[ 
<p>When <a href="/play-sites" title="Play Sites">playing
online</a>, the house takes a fee (rake) from the winner of the
game. So I was wondering if that can change the proper cube
decision of some positions. We will look at two simple bear offs,
in one position we can offer a double in the other we are offered a
double and have to decide if we take.</p>
]]></content:encoded></item><item><title>Checkerplay against the ace point anchor</title><link>http://www.checkerplay.com/strategy/checkerplay-against-the-ace-point-anchor</link><pubDate>Sun, 11 Apr 2010 10:22:49 GMT</pubDate><guid>http://www.checkerplay.com/strategy/checkerplay-against-the-ace-point-anchor</guid><content:encoded><![CDATA[ 
<p>A fair share of backgammon positions result in an ace point
game, so its worth to take a closer look at these positions. We
will analyze three reference positions, in two positions you still
have all points made and a very smooth position. In the other
position, you already have the six point cleared and smooth
position with your remaining checkers.</p>

<p>When you play against an anchor your main goals are:</p>

<ul>
<li>minimize shots (including sequences in the future)</li>

<li>prepare to clear your points</li>

<li>bear checkers off</li>
</ul>

<p>Most of the times these goals conflict with each other, so it is
always a difficult decision over the board and most of the players
have great problems in this area. Many factors decide the right
decision and, for example, if your opponent is on the verge of
crushing his homeboard in the next one or two rolls it may be right
to take greater risks in keeping your prime, because crippling
&nbsp;his homeboard will reduce his winning chances
considerably.</p>
]]></content:encoded></item><item><title>Play safe or hit loose</title><link>http://www.checkerplay.com/strategy/play-safe-or-hit-loose</link><pubDate>Fri, 26 Feb 2010 18:23:35 GMT</pubDate><guid>http://www.checkerplay.com/strategy/play-safe-or-hit-loose</guid><content:encoded><![CDATA[ 
<p>Often you are faced with the alternatives to either hit loose or
play safe. Some general guidelines should help you to find the
right decision.</p>
]]></content:encoded></item><item><title>Having a bad position</title><link>http://www.checkerplay.com/strategy/having-a-bad-position</link><pubDate>Sat, 20 Feb 2010 15:43:42 GMT</pubDate><guid>http://www.checkerplay.com/strategy/having-a-bad-position</guid><content:encoded><![CDATA[ 
<p>When you have a bad or a hopeless position you usually should
take greater risks (to improve the position) compared to a position
where you already have the superior game.</p>
]]></content:encoded></item><item><title>Mobilize back checkers</title><link>http://www.checkerplay.com/strategy/mobilize-back-checkers</link><pubDate>Sat, 20 Feb 2010 10:41:17 GMT</pubDate><guid>http://www.checkerplay.com/strategy/mobilize-back-checkers</guid><content:encoded><![CDATA[ 
<p>The two most vulnerable checkers in the game are those placed on
the <strong>24-point</strong>. The reason is simple: because these
checkers have by far the longest way home and these have to go
through the opponents home and outer board, where they can easily
be attacked or pointed on. Therefore in the opening it is a
fundamental important strategy to mobilize these checkers and bring
them to safety as soon as possible.</p>
]]></content:encoded></item><item><title>Golden anchor and golden point</title><link>http://www.checkerplay.com/strategy/golden-anchor-and-golden-point</link><pubDate>Sat, 20 Feb 2010 10:40:56 GMT</pubDate><guid>http://www.checkerplay.com/strategy/golden-anchor-and-golden-point</guid><content:encoded><![CDATA[ 
<p>In every Backgammon book you can read the term "<strong>golden
point</strong>" or "<strong>golden anchor</strong>" or "most
important point on the board". These terms describe the 5 or
20-point. The <strong>golden point</strong> is <strong>your own
5-point</strong>, the <strong>golden anchor</strong> is the
<strong>20-point</strong> (the opponents 5-point). These are the
most important strategic points on the Backgammon board for several
reasons:</p>

<ul>
<li>Together with your 6-point, they form the beginning of an
effective prime to block the enemy back checkers in your own home
board.</li>

<li>In every blot-hitting-contest you have the best possible prime
with two points made (6 and 5-point) against the checkers your
opponent must enter from the bar.</li>

<li>The best possible case, is a 6-prime or a closed board against
the enemy checkers. The 5-point is the next best point (together
with the 6 point which you already own) to achieve this goal.</li>

<li>If you have the golden anchor it is much harder for your
opponent to build an effective prime against these checkers,
compared to the checkers on the 24-point.</li>

<li>If your opponent makes an advanced anchor in your home board it
is always in front of your inner board points, that is
strategically advantageous for you.</li>

<li>Suppose your opponent must enter from the bar and you own the 5
and 6 point, the highest numbers on the dices. If your opponent is
not able to come in from the bar (with the numbers 6-6, 5-5 and
6-5), he will waste much more pips (what is bad for the race) on
average compared when you have the lower points and he cannot enter
from the bar.</li>
</ul>
]]></content:encoded></item><item><title>Break or keep contact</title><link>http://www.checkerplay.com/strategy/break-or-keep-contact</link><pubDate>Sat, 20 Feb 2010 10:40:22 GMT</pubDate><guid>http://www.checkerplay.com/strategy/break-or-keep-contact</guid><content:encoded><![CDATA[ 
<p>This is a very simple and obvious principle, that it is
unbelievable how many players violate this easy to understand
concept. To make things crystal clear: Whenever,
<strong>after</strong> your move, you have a clear advantage in the
race, at least 5 pips or more and the game is a simple holding game
with each side having a normal checker distribution, it is right to
<strong>break contact completely</strong> and <strong>transform the
game into a simply race</strong>.</p>
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