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The premier source for backgammon books, lessons & blog problems.

“Reading every word, slowly studying each diagram and following your analysis was invaluable to strengthening not only my checker play but my understanding of fundamental backgammon.”

Bill Robertie’s Blog

Bill Robertie welcomes the opportunity to share his knowledge of backgammon with experienced players and beginners alike.

On his blog, Robertie publishes set and equipment reviews, creates quiz contests and provides free lessons. He would be remiss not to include his Robertie’s Rules! He also educates readers of the Gammon Press blog on the history of the game, offers backgammon instruction and more.

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Opening Positions With Many Choices

White to play 4-2.

 

This is a fairly simple, but extremely important problem. At first glance, White seems to have a lot of reasonable choices. Here’s a quick list, with a brief description of why each play might be appealing:
(a) 24/18, making the enemy bar-point and duplicating fours, but not making any progress on the front game.
(b) 8/4 6/4, making the 4-point, but leaving two blots and a lot of shots.
(c) 13/9 18/16, making the 9-point and creating some duplication of fours.
(d) 9/5* 18/16, fighting for the 5-point while taking away Black’s good sixes.
(e) 9/5* 13/11, fighting for the 5-point and fearlessly bringing down another builder, but leaving Black with 6s, 5s, 4s, 3s, and 1s to hit.

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A Cute Little Technical Problem In A Cash Game

Cash game, center cube. White to play 6-3.

 

Note: All ‘cash game’ problems assume the Jacoby Rule is in effect. That is, you can’t win a gammon unless the cube has been turned.

This is a cute little technical problem which revolves around an unusual idea. White is clearly in serious trouble and has to find the best move to save the gammon.

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Handling Proto-Backgames

Cash game, center cube. White to play 6-2.

 

Note: All ‘cash game’ problems assume the Jacoby Rule is in effect. That is, you can’t win a gammon unless the cube has been turned.

This position is an example of what I’ve labeled the proto-backgame. Both sides have been busy whacking each other for a while, with the result that Black now has seven men back, and White has three. Neither side has managed to make either a new home-board point or a new blocking point, so each side is free to maneuver, and the cost of getting another man hit is very small. Now Black has a 6-2 to play from the bar. Clearly he’ll come in with Bar/23, after which he can choose among five legal sixes, none of which are absurd. It’s a tough problem, to be sure.

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Prime versus Prime

Cash game, White owns cube. White to play 2-1.

This position shows us one of the most interesting middle game positions possible: both sides have a 5-prime, and neither side has an anchor. The play will be razor-sharp, and gammons will be floating in the air for both Black and White.

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