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Backgammon is a game of luck
and skill. It is played by two people
with 15 checkers each on a board consisting of 24 spaces or points.
The checkers are moved according to rolls of the dice. Each player
tries to bring his own checkers home and bear them off before his
opponent does, hitting and blocking the enemy checkers along the
way.
Backgammon has
been around a long time, with origins dating back possibly
5000 years. The ancient Greeks
played as well as did the Romans. The game we know
today was refined in England in the seventeenth century, which is
also when it acquired the name backgammon. One significant innovation
of the twentieth century was the addition of the doubling cube in
the 1920s.
Backgammon enjoyed a huge resurgence
in the 1970s, then again in the 1990s with the popularity of the
Internet. Today, you can play online any time of the day or night
with people from all over the world.
A common question asked to an expert
checker player is, "How many moves ahead do you look?"
It depends on the situation, master checker players can visualize
play quite far in advance, sometimes twenty or more moves per side,
or forty or more plies, to use computer game programming terminology.
In backgammon, a lookahead of such
range would entails an intractable number of potential situations.
In checkers, only a single move is made per ply, and the range of
possible moves can be easily enumerated.
But in backgammon, not only is more
than one piece moved, as a rule, but the range of possible moves
is described by the range of possible dice rolls, twenty-one in
all. So each ply might involve a universe of something like 300
possible moves (in rough terms, seven or so checkers, times two
possible moves each, times 21 possible dice rolls). A 3-ply analysis
is already pretty large (perhaps twenty million or more positions
to consider).
In addition, these potential moves
have associated probabilities, a complication not faced by checker
players. In backgammon, you might play the odds, making a certain
move because a potential damaging reply is of low probability. Not
so in checkers!
This makes the approach to play
very different indeed, and calls into play a different skill set;
in addition to visualization, mathematical calculation and intuition
are required, plus a certain element of daring.
The Cube
It is said that the invention of
the doubling cube has had a profound effect on
backgammon, and skill with the cube is one of the most difficult
aspects of the modern game.
Could you picture a doubling cube
in checkers? You get an advantage of some kind, perhaps an early
king, and you say "double" and the opponent folds quietly?
I can't picture it either. Why, then, does it work so well in backgammon?
We think there are two major
reasons:
One
is the previously discussed probabalistic nature of the game.
Making, taking, or passing on a double is in effect an evaluation
of your odds of winning or losing, given the fact that dice are
involved. A double when leading is often an attempt to bypass the
dice, saying, I'm likely to win, do you care to risk twice the score
on my being wrong? There simply isn't any such concept in checkers.
(But doubles and redoubles exist in bridge, another probabalistic
game.)
The second
reason will be treated at more length below, but is based on backgammon
being played in two modes, either "money" or "match."
In a money game, doubling increases the stakes. In a match game,
the stakes are likewise increased but in terms of match points rather
than cash. Checkers is played a game at a time, for a point at a
time, period. If there is a match, it will be a certain number of
games, and a certain number of wins and draws will take the match.
Each game counts the same. In, say, an 11 point backgammon match,
doubling can make an enormous difference. With a couple of doubles,
a single game could amount to four or eight of the 11 points, or
in an extreme case, even the whole match.
Speed of Play
What is amazing to a transplanted
chess or checker player is the speed at which backgammon is played
(in head-to-head competition) and the impatience most players have
with slow play. Tournament checkers might require 50 moves in an
hour in modern play; vintage era checkers
required just one move in five minutes. No such thing with backgammon.
Averaging ten seconds on a move is considered slow play and five
seconds per move is closer to the norm (and there are stats to bear
this out).
What drives this lightning speed,
which to me as a newcomer, seems to require the coordination and
reflexes of a fighter pilot? It is very much part of the culture;
I believe it has to do with a desire to get in a lot of play in
a short time, due to the presence of money stakes (about which more
soon). Time is money, literally.
To be sure, even checker play on
the Internet is much faster than over-the-board or tournament play.
This has more to do with the impatience factor of Internet users
and players than with anything else; but head-to-head backgammon
on the Internet experiences the double whammy of Internet impatience
and the backgammon speed culture.
The Money Culture
Here we come to a major distinguishing
factor between checker and backgammon play. Live (non-Internet)
backgammon play almost invariably involves money, sometimes a great
deal of it. Live checker tournament play may have cash prizes, but
that isn't the point. Backgammon tournament players seek "equity"
while checker players seek play for the sake of play (at least mostly).
Let's look at typical tournament
entry fees. Checker tournaments run anywhere from $10 to $50 or
so to enter, usually closer to the bottom end of that range. Backgammon
tournament fees, beyond novice class, seem to be in the $100 or
higher range, and more like $200 for "open" class events.
Master class events can be $500 or $1,000 or even more. Tournament
brochures talk about "90% return" meaning that 90% of
entry fees are returned as prizes. What's going on here?
First, the tournament organizers
are being rewarded for their efforts (that's where the other 10%
goes, after expenses). Second, the players want a goodly sized prize
fund, and they pay to get it. In addition to entry fees there will
be side pools and auctions. What checker tournament has such things?
What checker tournament organizer ever expects to make money for
himself?
Live-play backgammon is
all about gambling!!!
In fact, as noted earlier, non-match
play is called "money" play. A wager
of so much per point usually rides on each game.
To say that backgammon is about
gambling is not a criticism; other games of skill, such as poker,
are about gambling. In fact the correlation between probabalistic
games of skill, and gambling, is quite clear.
This is not to say that wagers are
never made on games of checkers or that cash prizes are not offered.
They are, in both cases; and at the world championship level, a
purse is put up to (at least) cover the expenses of the contestants.
But the very nature is different. Checkers is simply not a gambling
game.
For one thing, in checkers, a player
who is noticeably better than another is likely to win every game.
How long would one continue to bet when the outcome is very easily
predicted? At least in backgammon, there are the dice, and a much
inferior player will win once in a while.
There are side effects to the gambling
and money culture nature of backgammon. Backgammon books sell for
much higher prices than checker books even though backgammon books
are in more plentiful supply. Why? It's about equity. How much do
you expect to increase your backgammon earnings after you've studied
a particular book? That will in part determine what you're willing
to pay for it. A checker or chess book, on the other hand, is not
likely to bring you very much playing income. Weare told, too, that
backgammon lessons from backgammon pros cost more than, say, bridge
or Go lessons. While I don't have direct information on this, certainly
the equity issue could drive such pricing.
Now, Internet backgammon
play seems to be at least somewhat counter-culture. Much
Internet play is simply play. There are some sites that offer play
for money; I don't at present have a gauge for how popular this
is. I would certainly imagine that the perceived risks in Internet
gambling would limit this type of play. Of course, there are also
a few Internet checker sites that offer play for money but my observation
on repeat visits is that this type of Internet checker play is pretty
much a non-event.
Conclusion
In the board game world, there
are indeed two cultures. The split is very clearly along
probabalistic vs. deterministic lines.
Probabalistic games are in a world apart from deterministic games.
The primary difference lies in the money culture of probabalistic
play, but there are other differences in approach and analysis.
There are many instances of successful
crossover play; and at least one backgammon pro is also a chess
grandmaster. But if you have been a long-time deterministic gamer,
such as a checker or chess player, be prepared for true culture
shock when entering the world of the probabalistic board game, such
as backgammon. We imagine the reverse might be true as well, although
we have nodirect experience there.
There is one question we have not
approached, and that is the question of "Which is better?"
That is in fact an invalid question because the answer is purely
subjective. What is better is what you like best, whatever that
may be. In my our own case, we most likely to continue with Internet
(non-gambling) backgammon, while largely avoiding live, gambling-related
play. In fact, this is an adaptive strategy that may well suit deterministic
to probabalistic crossover players, at least initially.
Of course, we won't give up the
game of checkers, once you go backgammon there's no turning back.
Hit the road checkers!
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