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

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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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Problems you want to have …

Cash game. Center cube. White to play 4-2.


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 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:

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The value of a solid point

Cash game. Center cube. White to play 3-2.


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 taken from a game which began with a lot of hitting, but not much point-making. Both sides have now secured good anchors; White also has the 22-point, so he has the making of a strong holding game. Each side has managed to add one outside point along the way. White has his bar-point, while Black has his 9-point. For good measure, Black has built a 53-pip lead in the race.

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Bearing Off Against an Ace-Point Game

Cash game, black owns the cube. White to play 3-1.

 

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.

In this position, Black 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.

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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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