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

“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 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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