In my last post, I introduced the concept of duplication. It’s a powerful idea, one of the crucial tactical ideas in backgammon. Look for your opponent’s numbers that already play well, and remember that plays which expose blots to those very same numbers elsewhere on the board become stronger than they at first appear. Here’s another good example.
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Duplication
Duplication is a cute tactical idea which can lead you to make the right play in a wide variety of situations. The basic idea is pretty simple. You find yourself in a vulnerable position. You roll an awkward number. No matter what move you make, your opponent will have some bad things he can do to you next turn. You want to minimize the number of his rolls that can hurt you. What do you do?
The answer? Duplication! Try to play your number in such a way that your opponent needs the same number to accomplish his goals everywhere on the board, rather than different numbers in different places. In this way, you reduce his effective numbers to a minimum, giving yourself the best possible chance to survive.
Volunteering a Shot
Backgammon is basically a race, and losing ground in a race is usually a bad idea, to be avoided if at all possible. Safe, constructive plays are generally good. Constructive plays which leave a few indirect shots aren’t bad, and are often necessary to make progress.
But sometimes there aren’t any safe plays, or even moderately risky plays, that make progress. What if the safe plays all hurt your position in some way? Then you may start looking at plays that leave a direct shot. These plays may be costly if your opponent hits, but they may improve your position if your opponent misses (which he’s generally favored to do.)
Split or Slot?
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.














