The 24/15 Backgammon Running Play
There are two possible ways of playing the six-three opening roll. One approach for this opening roll is to develop both sides of the backgammon board by doing 24/18 13/10. Another approach is to do a running play by doing 24/15 in the opening roll.
Developing both sides of the backgammon board by 24/18 13/10 gives you a chance to take a good position on your opponent's bar-point. This backgammon play also gives you good coverage of your home board and outer board. A great play for the opening roll but also inculcates some risks with it during a game of backgammon.
Doing a backgammon running play in the opening roll is not a bad idea. The fact is if you can pull this one off, you are in a considerable lead over your opponent early in a backgammon game. Playing 24/15 given an opening roll of six-three is a great option to achieve this end.
Like every running play, after doing a 24/15 during the opening roll the next plan is to run the same backgammon checker to safety in your next turn. Of course, the best running play is a six-five opening roll, which already lands your runner on a safe spot on the backgammon board (i.e. the mid-point).
This backgammon play is absolutely wonderful if it works, that is if your runner on the 15-point doesn't get hit. The sad part about this backgammon play is that your blot on the 15-point is really open to attack. Your opponent has about a 13 out of 36 probability of hitting that checker. That is almost a 50% chance, but if you're the type who loves to gamble and take chances in a backgammon game, this works pretty well for you.
The risk of getting hit is great, if your backgammon checker on the 15-point gets hit, your opponent now has a backgammon checker in an excellent position covering your runners. It's all up to you if you want to gamble with the said odds. Just remember that all your opponent needs is to roll a three or a two-one on the next turn.
Surprisingly, running a checker by a 24/15 is really better than running with a six-two (i.e. 24/14 running play). A good piece of saving grace about the 24/15 running play is that if your opponent does hit your blot on the 15-point you have lost fairly little in the pip-count. Another thing is that if your opponent fails to make that point, you still have a chance to hit back later in the game.
The 24/15 backgammon running play is a sure gamble. It's up to you to check if the payoff is worth the risk.