The Best Online Domino Gambling Strategy Guide

The Best Online Domino Gambling Strategy Guide

While the information above may seem a bit much to absorb at first, rest assured that once you’ve grasped the simple idea of differences in the tiles you’ll soon be able to add and subtract from the board in your head in no time at all.

The Best Online Domino Gambling Strategy Guide

This will greatly increase your feel for the game and avoid costly missed scoring opportunities. You’ll be able to take a quick look at the board and your tile stack, instantly noting which tiles score or miss.

Look at some of the advanced Domino strategy

Now it’s time to have look at some of the advanced agen poker terpercaya ideas that you’ll want to utilize in your games to increase your winning advantage and understanding of American Dominoes.

1. Maintaining a Managable (Low) Board Count : Defense

Dominoes is a very high scoring game. On each play there are almost always scoring possibilities to be found, with players scoring and relieving tiles from their hand in rapid fashion. For this reason, the Board Count becomes important especially for the player trailing in points. With higher BCs come the risk of higher point totals scored. For example, say it’s your turn to play and the Board count is 12. You have the option to play either the 1-2 tile and make the BC 13, or you can reduce the board count to 7 by hooking the big end of the 1-6 tile.

You are behind 85-70 in the game. Which do you choose? Reducing the Board count caps the total points possible for your opponents next play at 10pts. Should you choose the first option (making the BC 13) the highest points play increases to 15pts with any +2 tile by the opponent. Driving down the Board Count in a defensive attempt to limit the opponents scoring threats and hopefully retake the initiative is a recurring theme throughout each round in a Dominos game.

2. The Importance of the Initiative : Offense

In Dominos maintaining the initiative is a key concept in winning the game. You keep the initiative, of course, by scoring points. When you score there are very few tiles that your opponent can have that will allow them to rescore immediately. This means that more often than not, they’ll be forced to play a miss and allow you another shot at scoring on your next play. In fact, only the 0-0, 0-5, 1-6 and 5-5 can score immediately following a scoring play by your opponent when connected to standard ends. These tiles either maintain the current board count (+0 for 0-0) or increase/decrease the scoring total by five (+/- 5 for 0-5, 1-6 and 5-5), all of which score points and force the opponent to likely play a miss on their next turn. These are powerful tiles that can be used to keep the initiative and give you more chances to score.

Thinking along these lines, we realize that if there are available ends to hook this initiative-retaining Dominoes to, perhaps it can be favorable to drive the board count as highly as possible. Should the opponent score after we’ve raised the Board count by adding heavy tiles (doubles or tiles with high Pip totals like 5-6), we can simply re-score with our great tiles and hopefully force them to miss on the next turn giving us yet another opportunity to score. Interestingly enough, this concept can be extended to Doubles to add further depth to the play.

3. Inducing with Doubles then Countering : Offense

For every Double played to the board, there is at least one standard tile that can be hooked into it that either maintains the current Board Count or increases/decreases it by multiples of five. Knowing what these tiles are can help to determine when you can drive up the Board count, allow your opponent to score and then rescore on them, taking back the initiative. The chart on the left shows these tiles, which must be hooked onto their corresponding Doubles already on the board, to rescore immediatly. The results of hooking each tile into their board doubles is shown in the margins for referrence. Remember that they must be hooked into the appropriate double on the board in order to change the BC in multiples of five. If they are attached to standard ends, they will change the board in the usual manner based on the difference of the tile and not the results shown in the chart.

Our chart is meant to be used in conjunction with your strategic play throughout a round. For example, should you hold both the 1-1 and 1-2 tiles, you may choose to avoid playing the 1-1 to the board (unless forced) until late in the round. This allows several other “1” tiles to come into play and increases the chance that your opponent won’t be able to bury (hook to) the Double-One when you play it. You could drive up the board count, play the 1-1 tile to the board and hope for your opponent to score. If they do, you counter by hooking the 1-2 into the Double-One (+0). If they don’t immediately score, and don’t play to the Double-One, you can drive the Board count even higher and then make your neutralizing play.

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4. Blocking the Board : Defense

A player “Blocks” the board when they play a tile so that most or all the available hook ends on the board are the same. So if there are two arms off the spinner and both of their ends are the same, the board has become blocked. The second and third arm of the Spinner, of course, are usually available options, but in many cases making the arms of the board match results in forcing your opponent to draw more tiles since they cannot make a play. You may also block the board by making leaving ends that are known to be unfavorable for the opponent.

If you noticed your opponent hadn’t made a play to any Three hook ends during the round, you may conclude that blocking the board by making it all Three ends could force them to draw if they indeed had a deficiency of tiles having Threes on them in their hand. Making a mental note of potential problem ends for your opponents is a great technique as this information may indeed prove very useful at certain stages of the game.

One item to remember as far as Blocking is concerned is that while you are forcing your opponent to draw more tiles from the boneyard, this seemingly increased advantage (if you can play out your tiles you score for all those extras they just drew) can in fact present some steep dangers to your winning chances. With more tiles comes an increased scoring flexibility. Now when you don’t score, and sometimes even when you do, it seems the opponent will hold the tiles needed to punish you immediately. It’s certainly a case of “Be careful what you ask for, you just might get it” since it was you that forced them to draw all those great tiles! In this situation, controlling the board count (as described above) must be at the top of your list, keeping it as low as possible to limit the level of scoring against yourself and giving you the opportunity to score by playing out all of your own tiles.

5. The One Over/Under Counts : Offense

The Board Count groupings of 1.6 and 4.9 are known as the “One Over/Unders”. This is because these counts are either one digit over or under a scoring multiple of five total. Counts such as 11, 14, 16 and 19 just miss scoring points in American Dominoes. Using the scoring chart above, however, we notice that these counts also benefit from certain groups of additional tiles. The 1.6 group can score with +4, -1, -6 and -11 board adjustments. The 4.9 group scores with +6, -1, -4 and -9 board adjustments.

As we can see, excepting the large negative adjustments from hooking into board doubles, both groups share identical interests: the +/- 1,4,6 groupings of tiles. As a whole, this means that there are potentially 13 tiles (the blue, orange and red tiles) that can adjust these board counts into scoring results. In fact, the 4.9 grouping seems to be very potent with the additional benefit of receiving the +6 tiles, which is the highest scoring adjustment available in the game.

6. The Middle Counts : Defense

The board count groupings of 2.7 and 3.8 also are noted as sharing mutually beneficial groupings of tiles: the +/- 2 and 3 groups. In contrast, this group contains only 11 tiles (green and purple) that can potentially adjust them into scoring counts. Based on this information, we can theorize that in general the Middle Counts may be the best defensive counts to adjust the board to, when possible, and the One Over/Unders may likely offer more offensive results than the Middles. Take note of your Domino games when there are 1.6 or 4.9 counts on the board, particularly the 4.9’s. These counts are highly prone to scoring and in many cases avoidance of these counts when trailing in the scorebox may be the difference in winning or losing a close game.