Mars in long backgammon: how to win one and how to avoid it
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Mars is the most painful way to lose. One such game is worth three normal ones, so experienced players think about mars long before the end.
What it is
- Mars: you have borne off all 15 checkers and the opponent has borne off none.
- Home mars: the opponent managed to bring all checkers home but bore off none.
On NardPlay both are worth 300 rating points against an equal opponent — three times a normal win. If the game had a coin stake, mars doubles that too.
When mars threatens
Mars nearly always starts with stragglers. A couple of checkers stuck behind a prime or left on the head — and while they run home, the opponent is already bearing off. A warning sign: you are more than 30–40 points behind in the race and your last checkers are still in the first half of the board.
How to avoid it
- Bring checkers off the head on time — one per turn.
- Don't leave single checkers far behind; move them up while the road is open.
- If the race is lost, switch to rescue mode: your goal is to bear off at least one checker. Bring everything home as fast as possible, without stopping on nice points.
How to win a mars
- Keep a prime in front of the opponent's stragglers for as long as you can.
- When you are ahead, bear off quickly and don't waste moves inside your home.
- Watch the race: if the opponent will get one checker off anyway, don't take risks for a mars.
Resigning and mars
On NardPlay you can resign at any time, but resigning does not save you from a mars. If a mars is more likely than not in the position — as judged by the neural network — a mars is counted. The same goes for leaving the game or running out of time. If the opponent has already borne off a checker, there can be no mars.
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