Hypergammon Rules
Hypergammon is one of the best-known backgammon variants. It is fast, tense and easy to learn if you already know the standard game. This article covers the rules and gives a short introduction to strategy.
Starting position
The biggest difference from backgammon is the number of checkers. In backgammon each player has 15. In hypergammon each player has only three, placed one each on his 24-point, 23-point and 22-point, which are the three deepest points of the opponent's home board. At the start each player's pip count is 24 + 23 + 22 = 69.
Object of the game and movement
The goal is the same as in backgammon: be the first to bear off all your checkers. Everything else follows the normal backgammon rules:
- the players roll to decide who starts, and the opening roll is played by the player with the higher die;
- checkers move according to the dice, and doubles are played four times;
- a single checker on a point is a blot and can be hit and sent to the bar;
- a checker on the bar must re-enter before any other checker moves;
- bearing off starts once all three of your checkers are in your home board;
- gammons and backgammons are scored as usual.
The doubling cube
The doubling cube is an important part of hypergammon. Because the game is so short and the lead can change hands quickly, cube decisions are often close, and deciding whether to take or pass is a big part of the challenge. In money play, the Jacoby rule is normally used, so gammons count only after the cube has been turned.
The Crawford rule
When hypergammon is played as a match, the Crawford rule normally applies. When one player reaches a score one point short of winning the match, the next game is played without the cube. If that game does not end the match, the cube returns from the following game on.
Basic strategy
Hypergammon depends on luck more than backgammon does, but clear guidelines still make a difference between winning and losing. Our hypergammon strategy article covers them in detail. In short, there are four main ideas:
- Hit when you can.
- Try to make a point as far forward as possible on your side of the board.
- Do not break that point until it is safe.
- Large doubles win games.
Both players have to take risks to bring their checkers home. Hitting an opposing checker costs him a lot of ground, so it is a top priority. A made point gives your other checkers a safe landing spot on the way home. And the player who rolls more large doubles usually wins, even more often than in regular backgammon.
Conclusion
A game of hypergammon is short, but it is often decided only in the last roll or two. It is a great change of pace from standard backgammon, and it trains your eye for hitting chances and race counting. Many backgammon programs, including GNU Backgammon, can play hypergammon, so you can practice against a strong opponent at any time.