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Backgammon Books

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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Phillip Vyvian Martyn, 1938-2019

Phillip grew up in England, attended Sherborne School, spent three years as an officer in the British Army, serving in Germany, and finished his education at Lincoln College, Oxford. During those years “Phil” became an excellent Rugby player, representing his county, Cornwall, and capped by the Greyhounds, the Oxford University second fifteen – for those interested he played fullback. Further in that vein he also became an excellent skier, and did in fact live for some years in Switzerland.

Post university Phillip Martyn began to travel, Europe first and then the USA, eventually living in New York City. It was there and then, in the early to mid-1960s, that he (and I) learned backgammon, and swiftly got hooked. Phil struck up a camaraderie with Ted Bassett a smooth and amiable golf and backgammon expert, whose own year divided into segments — Palm Beach, St Moritz, Monte Carlo, Biarritz and the airports between. Phil saw nothing wrong with that and so for the next three decades his lifestyle was set.

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Playing a Deuce-Point Game

White – Pips 136 (+23)

Black – Pips 113 (-23)
Black on roll. Cube action?

In this position, White has been reduced to a deuce-point game, and Black is in the process of bringing his men home and trapping White behind a prime. Black’s made a lot of progress, but there are still a few hurdles to overcome:

> Black’s open 3-point needs to be filled in before he starts his bearoff.

> The open 7-point is a small nuisance.

> Black still has to clear the 16-point.

Are all these problems serious enough to stop Black from doubling? Or is the 2-point game so weak that White already has a pass? Before we answer these questions, let’s take a little look at the structure of the 2-point game itself.

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Saving a Weak Back Game

White – Pips 75 (-71)

Black – Pips 146 (+71)
Black to Play 4-4

Black has been playing a 1-5 back game (probably the weakest of all back game formations) and now faces a roll that messes up his plans even further. With a 4-4 to play, he has to sacrifice something. He can move off the 24-point, move off the 20-point with one or both men, or try to keep both back game points and play entirely on his side of the board. Nothing is really appetizing, but he needs to make the best of a bad situation.

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Hit Twice or Not?

White – Pips 145 (-15)

Black – Pips 160 (+15)
(a) Black to Play 6-3
 

White – Pips 145 (-21)

Black – Pips 166 (+21)
(b) Black to Play 6-3
 

White – Pips 145 (-10)

Black – Pips 155 (+10)
(c) Black to Play 6-3

Here we see three closely related positions. In each case, Black will enter with his three, hitting, after which he has to decide on the best play for his six. He can run out of White’s board (with either 22/16 or 21/15) or he can hit in his inner board with 9/3*, breaking his 9-point in the process. What we want to know is how, if at all, Black’s structure affects his choice of plays.

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Bearing Off Against the Ace-Point

White – Pips 87 (+45)

Black – Pips 42 (-45)
Black to Play 3-1

In this position White got stuck playing an ace-point game which didn’t go well for him. Now he’s lost his 6-point, and next turn he’ll either have to break his board or run off his anchor.

Meanwhile, Black is doing reasonably well. He’s cleared his 6-point and managed to bear off two checkers. The weakness in his position is the stripped 3-point, which might cause problems once the 5-point is cleared.

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Doubling Weak Players in Tournaments

White – Pips 4 (-2), Match -7 -3

Black – Pips 6 (+2), Match -3 -7
Black on roll. Cube action?

Black leads 4-0 in a 7-point match and owns a 2-cube.

(a) Assume you are Black, you are a very strong player, and you are playing another very strong player. Should Black double in this position? If Black doubles, should White take or drop?

(b) Same question, but now you are Black playing a weak player.

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