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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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In degenerate prime versus prime games …

White on roll. Cube action?

 

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 problem, but it illustrates a common theme which occurs in some degenerate prime versus prime games. Let’s take a close look.

Here both Black and White got stuck in an ace-point game behind a prime. Although White had more men back, Black’s prime actually collapsed first as he couldn’t release his back men. Now Black has lost his 6-point, and White is thinking about doubling.

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Multiple options to bring the game home …

Cash game. White on roll. White to play 6-4.

 

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, White launched a blitz after a few moves were made on both sides, and now Black is in serious trouble with two men up in the air facing a four-point board and more blots floating around. White’s 6-4 gives him several excellent options; his job now is not to get too excited, but to just find the most efficient way to bring the game home.

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When you have to pick & choose … either but not both

Cash game. White on roll. 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.

In this position, White has two choices: he can enter and hit on the 5-point, or he can enter and make an anchor on the 22-point. To hit or not to hit – what’s right?

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When you can’t do anything good …

Cash game. White on roll. 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 shows a position in the early game. White’s game is temporarily a little awkward, and now he throws a 2-6 from the bar.

Sometimes a six from the bar will allow us to do something obvious and good, like hitting a blot or building a point. When we can’t do anything good, we’re usually faced with a choice among several unappetizing alternatives. That’s the case here. We have four legal sixes: 8/2, 13/7, 21/15, and 22/16. None look great, but we have to pick one. Let’s set up some guidelines and see if they can lead us to the least unappealing six.

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When something else is better than running …

Cash game. White on roll. 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.

Often in the opening you’ll escape one of your two back checkers, and then find yourself in a type of position we call “One Man Back”. These positions can be tricky. If you roll a big number, should you make a bid for escaping and run the last checker out, or leave him back and make some sort of building play on your side of the board?

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Slotting criteria when you have an anchor …

Cash game. White on roll. White to play 4-1.


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.

We sell a lot of books at the Gammon Press and the most popular books right now are a three-volume set called “How to Play the Opening in Backgammon”. The most common question I get asked about the set is “Why a 3-volume set just on the Opening? What about the other parts of the game?”

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Maybe too good to double?

Cash game, White owns the cube. White on roll.


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 problem that illustrates a common theme which occurs in some degenerate prime versus prime games.

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A tricky “bearoff against contact” position …

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

Backgammon position


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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Features that favor hitting …

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.

In this position, White has two choices: he can enter and hit on the 5-point, or he can enter and make the anchor on the 22-point. To hit or not to hit: what’s right?

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The best play is not the play that wins the most games …

Cash game. White owns the cube. White to play 4-4.


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.

White has been playing a 1-5 backgame (probably the weakest of all backgame 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 backgame 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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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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