Hyper backgammon
The same short backgammon with three checkers each. A game runs a few minutes and cube decisions become the main content.
Rules in short
- Three checkers per player instead of fifteen
- Movement and hitting work exactly as in short backgammon
- Matches are far shorter, you can play a series in an evening
- The doubling cube decides more than the position
Why three checkers change everything
With three checkers there are no primes and no deep positional play: almost every position is a race with contact, where a single hit turns the game around. The cube therefore behaves nothing like it does in short backgammon: the right moment to double arrives and passes within a move or two, and a late pass costs the whole game.
Hyper is also honest about your mistakes: in short backgammon a weak move hides behind the next twenty, while here the game ends before you forget it.
A hyper table is usually created for a specific opponent: agree on a time and play a few quick games in a row.
Match lengthto 1 point · to 3 · to 5 · to 7
Where to play
Open tables in the lobby: free and for points.