The Backgammon Hearth
Gather around the backgammon hearth, a warm place for study and play.
Saturday, August 24, 2013
Sunday, June 23, 2013
The Roll Roll
Happy Full Moon.
6-6 The Bluebird of Happiness
6-5 Honeymoon Heights
6-4 Postage
6-3 The Hot Gates
6-2 Cabin Fever
6-1 The Princess and the Pea
5-5 God Giveth and God Taketh Away
5-4 The Goat's Oath
5-3 Scorpion
5-2 Made for Killing
5-1 God’s Teva
4-4 Desert Rain
4-3 Jungle Madness
4-2 Even Steven Segal
4-1 Banzai (http://en.wikipedia.org/wiki/Banzai)
3-3 The Mexican Hat Dance
3-2 Tito’s Roll (http://en.wikipedia.org/wiki/Clave_(rhythm))
3-1 The Foreman's Coffee
2-2 Hobbits
2-1 The (insert unlucky opponent's last name here) Special
1-1 The Incan Wall
Here's a brief explanation of each name:
6-6 The Bluebird of Happiness: My mother, Melissa Weller, sometimes told one of my siblings or me "You get the Bluebird of Happiness" when we did something fantastic. 6-6 is usually fantastic.
6-5 Honeymoon Heights: While it can be rolled at other times besides the opening, the 6-5 is most known for giving you the Lover's Leap, jumping from 24 to 13.
6-4 Postage: "Postage" refers to both Jake and Alex's epic decade long game of post-card gammon, hitting a blot from a long way off, and a movie quote from The Emperor's New Groove that used to really get Alex screaming about the goat's oath.
6-3 The Hot Gates: Sometimes you're on the bar and your opponent has made the 6 and the 3 point, and then you roll the 6-3, and your numbers count for nothing, just as in the movie 300.
6-2 Cabin Fever: In honor of Muppet Treasure Island
6-1 The Princess and the Pea: The six is the princess and the one is the pea. Around the time of the backgammon party that these names were created for, Jake and Stevie put a shot put under Alex's pillow as a prank, only to find out the next morning that he slept the whole night without feeling it!
5-5 God Giveth and God Taketh Away: Double 5s is a fantastic 20 pip move, until you roll it at the worst possible time and are forced into a horrible move.
5-4 The Goat's Oath: Jake Padilla, one of the original Roll Roll authors, was teaching his new friend Emmaly Wiederhost how to play backgammon. Jake told her the names of each of the rolls as they were rolled, Emmaly assumed he was making it all up, and in a fit of anger spat out "Oh, well the 6-4 is named the Goat's Oath!" Somehow along the way, the Goat's Oath was changed to the 5-4, but to this day, Emmaly still swears that she'll "take a bullet for a Goat's Oath", whatever that means.
5-3 Scorpion: In honor of one of Earth's oldest creatures
5-2 Made for Killing: This is the first name of the 909 cannon. In our early days of playing, my friends and sisters noticed that very often the 5-2 was used to hit blots. Someone said "5-2, made for killing!", and a myth was born. This roll has spawned paintings, game play strategies and superstitions, fabricated historical legends, a Halloween costume, and a custom set of dice.
5-1 God’s Teva: Named in honor of a rock formation in Papago Park, Arizona
4-4 Desert Rain: Double fours is often a roll of sweet relief, like rain in the desert.
4-3 Jungle Madness: Named in honor of Brendan Lake's late night forays into poetic insanity.
4-2 Even Steven Segal: This name reflects the time when Jake and Alex thought Steven Segal was cool and the even nature of 4 and 2.
4-1 Banzai (http://en.wikipedia.org/wiki/Banzai): When Stevie read a Bill Robertie book and started busting a more aggressive and sometimes reckless style of play, particularly using a 4-1 to colonize both golden points, Alex gave him the name Banzai. This is a Japanese war cry meaning "ten thousand years".
3-3 The Mexican Hat Dance: Shh, shh, shh. Sliding your pieces on the board makes the rhythm of the Mexican Hat Dance.
4-3 Jungle Madness: Named in honor of Brendan Lake's late night forays into poetic insanity.
4-2 Even Steven Segal: This name reflects the time when Jake and Alex thought Steven Segal was cool and the even nature of 4 and 2.
4-1 Banzai (http://en.wikipedia.org/wiki/Banzai): When Stevie read a Bill Robertie book and started busting a more aggressive and sometimes reckless style of play, particularly using a 4-1 to colonize both golden points, Alex gave him the name Banzai. This is a Japanese war cry meaning "ten thousand years".
3-3 The Mexican Hat Dance: Shh, shh, shh. Sliding your pieces on the board makes the rhythm of the Mexican Hat Dance.
3-2 Tito’s Roll (http://en.wikipedia.org/wiki/Clave_(rhythm)) A 3-2 or a 2-3 clave rhythm is one of the backbones of the Mambo, just as Tito Puente's mambos were one of the backbone's of our lives when we were learning backgammon.
3-1 The Foreman's Coffee: When you roll a 3-1 opener, you can make your golden point, widely considered the best opening roll. Brendan said this was like a cup of coffee that wakes up the foreman who then wakes up everyone else.
2-2 Hobbits: Four little moves of two spaces have a striking similarity to Sam, Frodo, Merry, and Pippin from The Lord of the Rings.
2-1 The (insert unlucky opponent's last name here) Special: Back when Alex and Stevie were playing the 909 point tournament, Stevie often rolled this pittle of a roll when he was trying to run at the end of games. This happened so much that Alex named the roll after him, "The Weller Special". This trash talking has since spread to other unlucky opponents.
1-1 The Incan Wall: The Inca were masters of masonry. Walls that still stand today were made without mortar and have rocks nestled so tightly that not even a cockroach can squeeze between the cracks. Among other things, double 1s is a fantastic way to fill the cracks in your wall during game play.
Friday, June 21, 2013
Summer Solstice Survey!
Hello, happy Solstice! Stay up all night! Fill out this survey about when you learned to play backgammon or taught someone else to play!
Here's a link to the form if you don't like the layout of what you see below!!
https://docs.google.com/forms/d/1_R24E0sP9Sw9VwVBjtjdsq5Y9WDGW4MIgCCzCVGH874/viewform
Here's a link to the form if you don't like the layout of what you see below!!
https://docs.google.com/forms/d/1_R24E0sP9Sw9VwVBjtjdsq5Y9WDGW4MIgCCzCVGH874/viewform
Sunday, June 16, 2013
Names of Points
The fifth point in your home board is known far and wide to be the most valuable point on the board at the start of the game, and for this reason, it's called The Golden Point. Besides the Gold, all the other points on the backgammon board have generally been known only by their numerical nomenclatures. However, each point does have a proper name. Previously only known to the keepers of esoteric backgammon lore, these names will finally see the light of day.
Starting from the Golden Point and moving in toward home, we come to the Copper, the Nickel, the Cadmium/Talc, and finally, the Iron Point. The Adamantium sits between the Gold and the Bar. The Adamantium starts with 5 pieces and is believed to be the strongest point on the board. Some players believe the Adamantium to be invincible even while harboring a blot.
Moving to the outer boad, we find the Bar Point located directly adjacent to The Bar. One space further out is the Fool’s Gold. Judging by it's location two spaces from the bar, you may believe in the value of this point, but you’re a fool for doing so. Following this foolish pattern, all the outer board points can be referred to as the Fool’s Version of their inner board mirror.
Iron Point
Cadmium Point/Nickel-Cadmium Point/Tungsten Point/Disputed Territory
Nickel Point
Copper Point
Golden Point
Adamantium Point
THE BAR
Bar Point/Fool’s Adamantium
Fool’s Golden Point
Fool’s Copper Point
Fool’s Nickel Point
Fool’s Cadmium Point/Fool’s Nickel-Cadmium Point/Fool’s Tungsten Point/Fool’s Disputed Territory
Fool’s Iron Point
Happy First Quarter,
Sleeve of Crete
Moving to the outer boad, we find the Bar Point located directly adjacent to The Bar. One space further out is the Fool’s Gold. Judging by it's location two spaces from the bar, you may believe in the value of this point, but you’re a fool for doing so. Following this foolish pattern, all the outer board points can be referred to as the Fool’s Version of their inner board mirror.
Iron Point
Cadmium Point/Nickel-Cadmium Point/Tungsten Point/Disputed Territory
Nickel Point
Copper Point
Golden Point
Adamantium Point
THE BAR
Bar Point/Fool’s Adamantium
Fool’s Golden Point
Fool’s Copper Point
Fool’s Nickel Point
Fool’s Cadmium Point/Fool’s Nickel-Cadmium Point/Fool’s Tungsten Point/Fool’s Disputed Territory
Fool’s Iron Point
Happy First Quarter,
Sleeve of Crete
Saturday, June 8, 2013
Seven Deadly Rolls
Backgammon is a game of sin. It has been banned on five continents during three different millenia. Cut it one way, spin it another, but that table is drenched with sin at each roll tossed, with each point made, under each pip gained, and in each blot hit. Don’t fear sin, but do watch it. Know your sins. As backgammon is a primal game, we must look at the seminal sins. The Seven Deadly Sins have clear avatars in the six doubles plus the 5-2, and the now forgotten nine sins are represented by adding the 2-1 and 4-1. Be careful, and watch these rolls. If you roll each of the Seven Deadly Sins in one game, the cube automatically turns to 64!
The Seven Seminal Sins
6-6 Greed
5-5 Gluttony
4-4 Pride
3-3 Lust
2-2 Envy
1-1 Sloth
5-2 Wrath
The two demoted sins, formerly a part of the nine deadly sins:
4-1 Vainglory (unjustified boasting)
2-1 Acedia (apathy)
http://en.wikipedia.org/wiki/Seven_deadly_sins
Excerpt From: Sleeve of Crete. “909 Backgammon Teaser.” Desert Mast Press. 2012
Happy New Moon!
Friday, June 7, 2013
Friday, May 31, 2013
The Strong Arm
Backgammon is a game of startling turnarounds, crushing defeats, nightmare endings, last second heroics, getting yourself in a mess of trouble, and then learning your lesson the hard way when you get backgammoned on a 4 point cube that you had no business offering or accepting. It often comes down to an exciting ending that toys with your emotions. At times, the game can even be cheap, underhanded, rude, or downright bastardly. Nothing exemplifies this more than The Strong Arm, a deus ex machine bridge that saves boatloads of hopeless backgame pieces and turns backgammons into victories and friends into enemies.
Imagine yourself with 3 pieces in your opponent’s home board behind an impenetrable wall advancing with devastating timing. Your homeboard is the projects. Points 6, 5, and 4 are vacant lots paved with broken glass and loogies; Points 3, 2, and 1 are severely overcrowded. You’ve got no hope, right? Even if you hit your opponent’s blot, they’d slip right off the bar, wouldn't they, those jerks?! What to do? Fear not and use the Strong Arm!
If you connect your pieces across the board, that is if you connect stacks on two points directly opposite each other (the 1 and the 24 or the 2 and the 23 for example), you’ve Strong Armed. Don't try to keep your pieces spread out. If you've got pieces in your opponents home, stack up on the point across from them! The moment your pieces touch across the board, a bridge is built between them, a Strong Arm extends and rescues your children who were so far from home. You still occupy both points, in fact each of your pieces in the Arm occupies both points at once. They can move forward from either point. Pieces that were in your opponent’s home board can move forward in your own home board, or if you want, you can still take the long way home and more them forward from your opponent’s homeboard. But that would be silly. The Strong Arm is for winning. Flex your muscles, bear off, and steel your jaw in case someone spits in your eye. Strong Arm- them's fightin' words!
Excerpt From: Sleeve of Crete. “909 Backgammon Teaser.” Desert Mast Press, 2012.
Imagine yourself with 3 pieces in your opponent’s home board behind an impenetrable wall advancing with devastating timing. Your homeboard is the projects. Points 6, 5, and 4 are vacant lots paved with broken glass and loogies; Points 3, 2, and 1 are severely overcrowded. You’ve got no hope, right? Even if you hit your opponent’s blot, they’d slip right off the bar, wouldn't they, those jerks?! What to do? Fear not and use the Strong Arm!
If you connect your pieces across the board, that is if you connect stacks on two points directly opposite each other (the 1 and the 24 or the 2 and the 23 for example), you’ve Strong Armed. Don't try to keep your pieces spread out. If you've got pieces in your opponents home, stack up on the point across from them! The moment your pieces touch across the board, a bridge is built between them, a Strong Arm extends and rescues your children who were so far from home. You still occupy both points, in fact each of your pieces in the Arm occupies both points at once. They can move forward from either point. Pieces that were in your opponent’s home board can move forward in your own home board, or if you want, you can still take the long way home and more them forward from your opponent’s homeboard. But that would be silly. The Strong Arm is for winning. Flex your muscles, bear off, and steel your jaw in case someone spits in your eye. Strong Arm- them's fightin' words!
Excerpt From: Sleeve of Crete. “909 Backgammon Teaser.” Desert Mast Press, 2012.
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