Grasshopper is a Backgammon variant that can best be described as a racing game. There are 2 players in Grasshopper, each of which has 14 checkers and no dice.
First of all, it is important to mention that the Backgammon board is divided into 4 parts in Grasshopper, which we will call Quarter A, B, C and D, and the starting point of the checkers is not on the board. The movement of both participants' checkers is in the exact same course and they also bear off from the same quarter of the board. They move from Quarter A to B, B to C, and C to D, (A being the first quarter of the board and D being the last) where each quarter is comprised of points 1-6.
The goal in this Backgammon variant is to score 2 times in a row. You can score by moving your checkers to Quarter D, creating a wall to later bear off of.
In order to begin play, every player rolls a single die and the one with the higher roll gets to go first. The same player puts a checker on any point in Quarter A. The opponent puts a checker on any other point in Quarter A. Once the initial 2 checkers are in, participants can either bring additional checkers onto empty points in Quarter A or shift one of the checkers that's already on the Backgammon board.
Regarding checker movement in Grasshopper, it is considered a move when you take 1 checker from a quarter, besides Quarter D, and put it on an empty point in the following quarter.
You can create a wall by stacking 2 of your checkers on the same point. Once you have 2 checkers separated by 6 points you can create a wall by stacking the checker in the back on the one in the front.
In this Backgammon variant, when there is a wall, none of the single checkers on either side of the wall are allowed to pass over it. Nevertheless, the wall's crowning checker possesses special privileges that single checkers do not. The crowning checker can surpass walls, as long as there is an empty point where it can land or a single checker of its color within 6 points where it can create a wall. Aside from that, the wall's crowning checker adheres to the rules of the single checkers.
At times, 1 participant will be incapable of moving. In such cases, the other participant goes on playing until his opponent can make a move.
When your checker gets to Quarter D, it can't go any farther until one of your other checkers is added to it and they make a wall together. That way, a player can bear off the entire wall with 1 shot.
If you bear off of a wall, you gain 1 point and if you manage to score once more, then you win the Grasshopper Backgammon game.
Every so often, one participant's final 2 checkers wind up in a position where they can't create a wall in the last quarter. In such a case, that participant should move one of his checkers to an empty point in Quarter D and then remove it without gaining any points.
The strategy in Grasshopper is simple since this Backgammon variant provides both participants with balanced odds. Quick, single checkers racing to the last quarter are futile. The most productive Backgammon strategy in Grasshopper is to carefully progress in sets; the concept being to create a reserve row by holding the same numbers on various points in succession.
Walls can't be created in Quarter A where your checkers just start their course to Quarter D. However, you can hinder your opponent's reserve row by holding the point that shows the way to his wall. Most often, the participant with the better reserve rows is the one that wins.
David Carnegy - Managing Editor