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“Reading every word, slowly studying each diagram and following your analysis was invaluable to strengthening not only my checker play but my understanding of fundamental backgammon.”

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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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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