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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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When something else is better than running …

Cash game. White on roll. White to play 6-3.


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.

Often in the opening you’ll escape one of your two back checkers, and then find yourself in a type of position we call “One Man Back”. These positions can be tricky. If you roll a big number, should you make a bid for escaping and run the last checker out, or leave him back and make some sort of building play on your side of the board?

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Slotting criteria when you have an anchor …

Cash game. White on roll. White to play 4-1.


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.

We sell a lot of books at the Gammon Press and the most popular books right now are a three-volume set called “How to Play the Opening in Backgammon”. The most common question I get asked about the set is “Why a 3-volume set just on the Opening? What about the other parts of the game?”

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Maybe too good to double?

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


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 that illustrates a common theme which occurs in some degenerate prime versus prime games.

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A tricky “bearoff against contact” position …

Cash game. Black owns the cube. White to play 3-1.

Backgammon position


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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Features that favor hitting …

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.

In this position, White has two choices: he can enter and hit on the 5-point, or he can enter and make the anchor on the 22-point. To hit or not to hit: what’s right?

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