On rare occasions, a player may be able to establish three points on his opponent’s board. Now black’s prob¬lem is almost insurmountable. However, this situation means that white must have at least six men back, and he has to be lucky enough to come in and make three points rather than merely coming on a point already held.
Black can circumvent this situation by refusing to hit any more white men. Even if white does manage to get three points, it leaves him with only nine other men to build his board. All in all, he should not worry too much about this possibility.
Frequently, after having been hit, a player will have options on where to play his man when re-entering the board. When this happens, he should try to make either the 1 and 3 points or the 1 and 2 points.
These two combinations of points are the most effective for back games. The reason that these points are more useful than other possible combinations of two points is that they are a threat to the opponent during his entry onto his board and during his bear off. If white has some combination such as the 1 and 5 points, black may be able to get his men past white’s on the 5 point and will then have only one of white’s points to worry about.
There is another factor that is very important when considering a back game: timing. The reason for play¬ing a back game is that a player hopes to hit his op¬opponent’s man and then to take advantage of that play.
W hite’s timing is hopeless. If he hits a man, there is no way he will be able to make use of it. His men are too far advanced. Black will come in and run around the board at his convenience.
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