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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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Hit Loose or Split in the Opening

Cash game, center cube. White on roll.

White to play 3-1.

Here’s the same position from the last blog post, but this time White has a different roll to play: 3-1.

Here the choice is a little different from before. The only available hit, Bar/24 6/3*, is now a horrible blunder. It has all the disadvantages of the hits in the last post, but in addition it leaves White stuck on the 24-point, just when White needs to be taking some small risks to get an advanced anchor in Black’s board.

Instead, White needs to enter with the three, Bar/22, which gives him both an escaping number (6) and a threat to make an anchor, and then consider whether 24/23 or 22/21 is his best ace. The former is a little safer since White avoids moving to the point Black most wants to make next (Black’s 4-point). The latter play moves directly to that point, hoping to later grab the best anchor available.

Either play might be right depending on circumstances. Here the circumstances favor moving to the 21-point. To see why, we’ll use a frequently handy trick in these sorts of positions. Find Black’s best non-double that attacks or advances his prime, and see how that number plays on the other side of the board. The right play will often duplicate this number.

After Bar/22/21, Black’s best non-double for advancing his prime is clearly 4-2, which plays 8/4* 6/4. But on the other side of the board, 4-2 is also a great shot, making the 20-point anchor. Eureka — duplication!

Now consider Bar/22 24/23. Black’s best non-double for moving his prime is 5-3, which he would play 8/3* 5/3. But on the other side of the board, 5-3 is pretty useless. Hence the 24/23 play creates a new great number for Black, which isn’t the right idea. So White should just play the simple Bar/22/21.

Hit Loose or Play Quietly?

Cash game, center cube. White on roll. White to play 5-3.


Many backgammon problems boil down to a simple question: hit, or don’t hit. In essence, backgammon is a pretty simple game. In general, you want to make points, and in general, you want to hit.

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Doubling an Early Position

Cash game, center cube. White on roll.


(a) Should White double?

(b) If doubled, should Black take, drop, or beaver?

 

Early game doubles cover a wide variety of positions, but in general they can be spotted by analyzing three key aspects of the game: race, position, and threats. Many years ago, Joe Sylvester (a very great player in the 80s and 90s, now somewhat inactive) coined a simple rule: if you’re ahead in two out of three of these aspects, you have a double. Your opponent may or may not have a take. Let’s evaluate these three features of Problem 12 and see what they tell us.

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Playing for a Decisive Advantage

Cash game, center cube. Black to play 6-1.

This position is somewhat unusual. We have a roughly balanced middle game in which both sides have moderately strong home boards. Black has only one man back, and as a result White trails in the pip count by 15 pips (136 to 121).

White’s roll, 6-1, is awkward since he has no great six. Moving off the midpoint leaves a shot. Moving off the 24-point creates two blots and breaks his defensive anchor. The only sensible play that involves moving from the 7-point or 8-point is the loose hit, 8/1*, which doesn’t accomplish much. Nonetheless, White does have to pick one choice from this unappetizing situation.

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