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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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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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More on Mobility

Cash game, Black owns cube. White on roll.

This problem isn’t difficult, but it contains some interesting points. The right play is 21/13. Remaking the midpoint creates a fluid, well-connected position that’s relatively easy to play compared to alternatives. White has chances to make the 3-point, and some other rolls that make the bar-point. He gets some outfield coverage in case Black’s next roll is 6-3 or 6-4. He blocks Black’s best roll, 6-6, turning it from a game-changer into merely a good shot.
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