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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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Playing a Bad Back Game

White – Pips 136 (-27)

Black – Pips 163 (+27)
Black to Play 5-4

Back games are, in my view, the most interesting category of backgammon positions. Obvious plays are often wrong and counter-intuitive plays abound. Some real insight and experience are often needed to find your way to the right play.

This position is not an especially difficult problem, although most players will get it right for the wrong reason.

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Playability

White – Pips 123 (+7)

Black – Pips 116 (-7)
Black to Play 3-2

This position comes from the late middle game. White is on the bar without an anchor, falling behind in the race and in some danger of being closed out. Meanwhile Black has a couple of checkers stuck behind a 4-prime. Black needs to escape but he needs to close his board as well, so he’s under constant pressure each turn to get something done.

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When to Break a 6-Prime

White – Pips 32 (-96)

Black – Pips 128 (+96)
Black to Play 4-5
In our blog post of November 15 we discussed the various stages of a containment game, and outlined some rules for guiding your play. Leading off the rules was an important one: Don’t break your 6-prime!

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Running off an Anchor

White – Pips 67 (-22)

Black – Pips 89 (+22)
Black to Play 5-3

One-way holding games are, for the most part, pretty easy to play. You hold onto your anchor, watch your opponent try to clear points, wait for a shot, and then hopefully hit it. Alternatively, you roll a 6-6 or 5-5 somewhere in this process and move into a race where you’re close to even or maybe a little ahead.

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