2. Read what Magriel has to say on this. He's very good and clear.
"D" <david...@mindspring.com> wrote in message
news:92vku5$2nc$1...@slb0.atl.mindspring.net...
NIHILIST
"D" <david...@mindspring.com> wrote in message
news:92vku5$2nc$1...@slb0.atl.mindspring.net...
Check out Hugh Sconyers pages here:
http://www.realtime.net/~sconyers/
And here:
http://www.realtime.net/~sconyers/free.html
I wish you very happy rolls!
Michael
"D" <david...@mindspring.com> wrote in message
news:92vku5$2nc$1...@slb0.atl.mindspring.net...
>Help! I consistently lose a bearing off race. Are there any techniques or
>guidelines to help me. Sometimes I can be way ahead in the pip count and
>still lose. I am a beginning player with a great desire to get better.
>Thanks for any advice or pointing me in the right direction.
Probably bad luck, which you will have to learn to live with. Every
player gets streaks of it.
Other posters have advised consulting the work of expert teachers. I
agree 100%, and if you are a serious player you must do it; but until
your luck improves you won't get a lot of extra wins.
The point of the game is to play your dice as well as you can, win or
lose. At its best, it is an art form.
dk
If you still are "consistently unlucky" then your problem is psychological
not real, and I recommend you join Dr B Ebbeler's TLC BG clinic
for his special brand of gentle, caring treatment.
David Kinston
"D" <david...@mindspring.com> wrote in message
news:92vku5$2nc$1...@slb0.atl.mindspring.net...
> Help! I consistently lose a bearing off race. Are there any techniques or
> guidelines to help me. Sometimes I can be way ahead in the pip count and
> still lose. I am a beginning player with a great desire to get better.
> Thanks for any advice or pointing me in the right direction.
The greatest blunder most beginning players make in a race is forgetting to
double. If you are way ahead and have cube access, end the game.
It is very easy in most racing situations to play decently, losing only a few
percent game winning chances. Take two checkers off when you can. Bear in to
the 6,5, and 4 points. Don't put extra checkers on the 1 and 2 points. It is
much more important to work on being ahead in the race when you break contact.
Douglas Zare
If you can't bear off two men, but can bear off one, bear him off then move
a man into an open slot (if possible).
If your second die can't place a man into an open slot (increasing the
possibility of bearing off two men next move) move a piece that is furthest
away. Suppose you have 3 guys on 6 and two on 5, and both 4 and 3 already
have a man occupying the slot, move the man on 6. Very seldom does this
work against you.
"Douglas Zare" <za...@math.columbia.edu> wrote in message
news:3A5A4804...@math.columbia.edu...