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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 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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