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The Top Three Moves with a Six-Two Opening

There are a few customary moves associated with a six-two opening in backgammon. These include advancing a checker to the fifth point, splitting from the 24th point to the 16th point, and placing a checker each on the 11th and 18th points. By the way, your 18th point is your opponent's bar point. While all the other possible moves are rather sloppy, these three are considered favorable for a several reasons.

Consider placing a checker on your fifth point, for instance. The six-two opening is executed by taking a checker from the 13th point and moving it eight pips to the fifth point. This is also referred to as "slotting", and in this case, slotting the fifth point.

This move sets up a possible anchor on your valuable inner board point. Obviously this leaves a blot but it's hardly vulnerable. You opponent has to roll at least a four-pip move or a double one or two to hit it. The downside is that it undermines the use of the checkers on the 13th point. This move might not be great, but it sure is brave and makes for an exciting start.

The second option is splitting or running your piece from your opponent's one-point. Now this move would be considered the weakest out the three mentioned here. Advancing to your 16th point is okay, but don't expect to anchor it on your next turn. If you don't roll a pip move to run the lone checker that's left on the 24th point to make the 16th point, just advance your checker from the 16th point. Don't leave it there because chances are, it will be hit sooner rather than later.

The third alternative is most favored out the top three moves with a six-two opening. You will intend to take advantage of the opponent's bar point and place a builder on your 11th point. This is more aggressive and constructive because you're putting pressure on your opponent's outer board as well as yours.

In backgammon, there are three good checker moves given a six-two start. The first is slotting your fifth point. While this is not greatest move out of the three, it is the boldest. The second is running to your 16th point. Running lowers your pip count; however, this is the weakest move of the three because you're going to have to move it on your next turn. The best of the three is advancing a checker to your opponent's bar point and placing a builder on your 11th point. This strategy will shake your opponent a little because of its short-run and long-run aggression.