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Hank Youngerman

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Aug 25, 1998, 3:00:00 AM8/25/98
to
I have been playing in a group where the quality of play is very weak.
I've been trying to put together a list of "tips." I was wondering
what readers of this group would put on the list.

Here's what I have so far:

1. Put yourself in your opponent's position. If doubled, would you
even THINK of dropping? If so, it must be a good double. (Woolsey's
Law.)

2a. When in doubt, double.
2b. When in doubt, take.
2c. When in doubt, hit.

3. When you are in no danger of spending time on the bar, move your
checkers where you want them. If hit, bring them back in and put them
there again.

4. When you have a choice of equally good plays, make the one that is
HARDER to accomplish.

5. When you have to leave a shot, leave your checkers where they will
do the most good if not hit.

6. Every roll is a new cube decision.

7. Whomever has the most blots in the oppening usually wins.

8a. "Four in a row is more than you think."
8b. "Five in a row is less than you think."


Any others to add?

And thanks to Woolsey, Robertie, Goulding, and Magriel, who I think
collectively authored all of the above.

John Graas

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Aug 25, 1998, 3:00:00 AM8/25/98
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HankYou...@home.com (Hank Youngerman) wrote:

<snip>


>
>2a. When in doubt, double.
>2b. When in doubt, take.

I've been thinking about adding to this:
2b1. When in doubt and there are definite gammon threats, drop.


>2c. When in doubt, hit.
>

**** Remove _nospam_ from e-mail address to respond. ****

flash

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Aug 25, 1998, 3:00:00 AM8/25/98
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In article <35e2d6ae...@news.thegrid.net>,
jgraas_...@compuserve.com wrote:

> HankYou...@home.com (Hank Youngerman) wrote:
>
> <snip>
> >
> >2a. When in doubt, double.
> >2b. When in doubt, take.
> I've been thinking about adding to this:
> 2b1. When in doubt and there are definite gammon threats, drop.
> >2c. When in doubt, hit.

€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€

2a. very w r o n g
2b. correct
2b1. wrong
2c. correct

--
"All of Life is 6 to 5 against." . . . Damon Runyan

Marie1948

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Aug 25, 1998, 3:00:00 AM8/25/98
to
>From: HankYou...@home.com

>2a. When in doubt, double.
>2b. When in doubt, take.

>2c. When in doubt, hit.

This has nothing to do with backgammon , but
I couldn't resist posting these words of wisdom ...


When in trouble,
when in doubt
run in circles,
scream and shout.

Now you know why I shout so much on FIBS.
:)


BobSMan

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Aug 26, 1998, 3:00:00 AM8/26/98
to
>> HankYou...@home.com (Hank Youngerman) wrote:
>>
>> <snip>
>> >
>> >2a. When in doubt, double.

<snip>

>2a. very w r o n g

If you have good chances of winning a gammon, I think it's probably a very
good idea to double. Otherwise, I tend to agree with Cooke. Retain the cube
rather than double.
The best time to double is when your opponent is most likely to make the
wrong decision.

Bob Sisselman


bshe...@hasbro.com

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Aug 26, 1998, 3:00:00 AM8/26/98
to
In article <35e231ec.86915432@news>,

HankYou...@home.com wrote:
> 1. Put yourself in your opponent's position. If doubled, would you
> even THINK of dropping? If so, it must be a good double. (Woolsey's
> Law.)

Woolsey's Law is actually "If you don't know whether to take or drop then it
must be a good double." This is puts the threshold for doubling somewhat
higher than your statement suggests.

> 2a. When in doubt, double.

> 2b. When in doubt, take.

I don't think you can reconcile these two. Since 2b is evidently correct, 2a
must be wrong. use Woolsey's Law instead.

> 2c. When in doubt, hit.

Amen!

> 3. When you are in no danger of spending time on the bar, move your
> checkers where you want them. If hit, bring them back in and put them
> there again.
>
> 4. When you have a choice of equally good plays, make the one that is
> HARDER to accomplish.
>
> 5. When you have to leave a shot, leave your checkers where they will
> do the most good if not hit.
>
> 6. Every roll is a new cube decision.
>
> 7. Whomever has the most blots in the oppening usually wins.

This is tongue-in-cheek. Following its implication (i.e. that you should leave
blots at every opportunity) makes extremely bad opening play.

A better practice is to list the good things you want to accomplish in the
opening. Here is my list, roughly in order of precendence:

1) Hit the opponent
2) Make points
3) Activate back men
4) Create builders
5) Play safe

> 8a. "Four in a row is more than you think."
> 8b. "Five in a row is less than you think."

These don't actually help you to choose any moves, so I would replace them
with Magriel's Safe Play vs Bold Play criteria.

When you have a choice between a safe play and a bold play, look to 4 factors
to help you determine whether the bold play is called for.

1) You have a stronger board
2) You have more men back
3) You have an anchor
4) Opponent lacks an anchor

Brian Sheppard

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Bill Taylor

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Aug 27, 1998, 3:00:00 AM8/27/98
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bob...@aol.com (BobSMan) writes:

|> The best time to double is when your opponent is most likely to make the
|> wrong decision.

Very wise!

I reckon I made a fair bit of extra money at the club by sticking to this
rule, (within reason, i.e. in previously approximately equal positions)...

Whenever your opponent dances, DOUBLE!

Technically it's nowhere near correct, of course; but it bothers the bejesus
out of 'em! Especially of done with gamesmanshiplike relish. ;-)

-------------------------------------------------------------------------------
Bill Taylor W.Ta...@math.canterbury.ac.nz
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The trouble with the rat race is that even if you win, you are still a rat!
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