Free download PNG image: Backgammon PNG Transparent File,Backgammon transparent images PNG

You can free download PNG format images of "Backgammon" transparent background with the best resolution from this page

This PNG clipart is 300x167 in size and 72 kb in resolution, and is suitable for Photoshop PNG and web design.

Step height is one of the oldest known board games. Its history can be traced back to nearly 5000 years of archaeological discoveries in the Middle East, initially in Iran. This is a two player game. Each player has 15 pieces (checkers). They move between 24 triangles (dots) according to the dice of two dice. The goal of the game is to stand the test first, that is, all 15 checkers will jump out of the board. Backgammon is a member of table game family. Table game is one of the oldest chess categories.

Step up involves a combination of strategy and luck (from the dice roll). Although dice can determine the outcome of a single game, better players will accumulate better records in a series of many games, a bit like poker. [3] When rolling dice, players must choose from a number of options to move their checkers and anticipate possible counter attacks. The optional use of double cubes allows players to increase their bets during the game.

Like chess, step by step is of great interest to computer scientists. As a result of this research, step-by-step software has been developed to beat world-class human players (see, for example, TD Gammon).

Step by step game pieces can be called checkers, draughts, stones, people, counters, soldiers, plates, ideas, chips or pressure zones.

The aim is for players to remove (cancel) all pieces from the board before the opponent makes the same choice. Among the most commonly used variants, the pieces are initially scattered. As the game progresses, they may be blocked or hit by opponents. Because the time of each game is very short, it is usually played in the game. In the game, the first player who wins will get some points.

Although backgammon is not as detailed as chess, it has established an open theory. Due to the number of possible dice rolled and the number of moves available per round, the position tree expands rapidly. Recent computer analysis provided more insight into the opening play, but soon reached the mid-term. After the opening, the step-by-step players often rely on some established overall strategies to combine and switch between them to adapt to the changes in the game environment.

The probability distribution of the possible step-by-step movement is illustrated by dividing the probability into the probability of one die, the sum of two dice and the combination probability of the two cases between 1 and 12. The probability of six high-level one hit was the highest (44.44%).

When the opponent's pawn is 6 points away, the imprint is most likely to be hit (see Figure). Strategies can be derived from this. The most direct way is to avoid being hit, trapped or stuck. "Running game" describes a strategy of moving as fast as possible on the board, which is the most successful when the player is already in the leading position in the game. If it fails, you can choose "holding game" to control a point on one side of the opponent's board, which is called anchor point. As the game progresses, the player may gain an advantage by clicking on the opponent's spot from the anchor or rolling the doubles to make checkers jump into the game in progress.

Starting the game involves building a board wall called the starter that covers many consecutive points. This blocks the relative square behind the origin. The detector trapped behind the six particle cannot escape until the particle breaks. A particularly successful start-up may lead to "Blitzkrieg", a strategy of covering the whole motherboard as soon as possible while keeping the opponent's pole position unchanged. Because it is difficult for opponents to re-enter the obstacle area or escape, players can quickly gain the advantage of running and win the game, usually using step height.

"Backgame" is a strategy that involves holding two or more anchors in the opponent's home plate, while falling far behind in the game. The anchor blocks the opponent's checkers and creates a chance to hit them when they go home. Backgame is usually only used to save games that have fallen far behind players. Using backgame as the initial strategy is usually unsuccessful.