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A practical way to become a winner at backgammon is to glean instruction from the best players. Some of the backgammon world’s highest awards have written books to assist players both novice and advanced.

A good book by a backgammon expert can provide game-changing information at a reasonable price which players (and would-be players) can absorb at their own pace. The Gammon Press store stocks essential reads by Bill Robertie and Kit Woolsey, along with the works of Bob Wachtel, Peter Bell and others. If you want to improve your backgammon game, this is the place to start.

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Blitz doubles in Tournament Play

In this position we’re still in the early part of the game. Both sides have one checker back. White has a somewhat impure structure with the ace-point already made, but he does have an extra inner point, plus a lot of checkers that can join in an attack. Black has only two inner points, but a very nice structure, with plenty of builders poised to make priming points. The position might appear at first to be evenly balanced, save for the small matter that White is on roll.

White on roll, center cube.

(a) Cash game. Should White double? If White doubles, what should Black do?

(b) Match, score tied 1 to 1 to 5 points. Same question.

(c) Match, White leads 2 to 1 to 5 points. Same question.

(d) Match, White leads 3 to 1 to 5 points. Same question.

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Adjusting to Tournament Play

Tournament backgammon requires an extra set of skills beyond those required by money players. Often decisions have to be made which cannot arise in a money game. Here’s a good example.

Black on roll, center cube, score 0-0 in 7-point match.

White – Pips 181 (+60), Match -7 -7

Black – Pips 121 (-60), Match -7 -7
Black on roll. Cube action?
 

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Handling Six-Primes

Six-primes are the ultimate containment formation in backgammon, but even a six-prime is no guarantee of winning. Here’s a couple of problems illustrating the strengths and weaknesses of six-point primes.

(a) Black on roll, money game, White owns the cube.

White – Pips 118 (-19)

Black – Pips 137 (+19)
Black to Play 6-4
 

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Bearing Off Against Contact

When bearing off against contact, you often have a choice between playing aggressively to win more gammons, and playing safely to win the most games. Some of these plays are tricky. Here’s a good example.

Black on roll, money game, White owns the cube.

White – Pips 118 (+58)

Black – Pips 60 (-58)
Black to Play 4-4
 

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Blitz versus Back Game

White – Pips 157 (+25)

Black – Pips 132 (-25)
(a) Black on roll. Cube action?
White – Pips 158 (+26)


Black – Pips 132 (-26)
(b) Black on roll. Cube action?
Position (A) arose in a recent chouette. Black, in the box, doubled. After a lot of thought, all the team members took. Black fanned, and White’s next two rolls were 3-2 and 5-5, winning easily. Was Black’s double correct? How about White’s take?

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Adjusting Checker Play to Match Score

White – Pips 162 (+4)

Black – Pips 158 (-4)
Black to Play 6-6

Black to play 6-6 in these situations:

(a) Cash game, center cube.

(b) Tournament match, double match point.

(c) Tournament match, Black trails 3-4 to 5, Crawford Game.

(d) Tournament match, Black leads 4-3 to 5, Crawford Game.

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