88 Park Avenue, Suite 302 | Arlington, MA 02476 | 781-641-2091

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.

Search

Use the form to search books, blogs, and resources.

Browse blog categories using the drop-down.

Late Game Blitzes

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

(a) Should White double?

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

Among the many relatively unexplored position types in backgammon is one I call the “Late Game Blitz”. The general idea is pretty simple. One side has a blitz in progress. The other side, unlike the case in the basic opening blitz, has some sort of structure in place, which might range from a few scattered points to an imposing five-prime. The blitzer has some number of checkers to extricate from behind this structure before he can claim the game.

These Late Game Blitz positions are relatively common and often incredibly difficult. Many points are swung with errors in this type of game, and the errors are often very large. If you’re looking to work hard to improve your play and results, these are good positions to focus on. The ability to handle these positions well will make a big difference in your play.

read more…

Split or slot in the Opening

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

White to play 2-1.

Slotting to make a key point and splitting your back checkers are two tactical ideas that dominate early-game play when more obvious choices like hitting blots and making points aren’t available. The 1970s and 1980s were the heyday of slotting. The preferred method of winning a game was to build an imposing prime (often by slotting points, then covering) and follow it with a crushing double. The older method, taking the points you were given and looking for a chance to escape your back checkers, was seen as antiquated and wimpy, a game plan only suited for geezers playing in the park.

read more…

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.