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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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The best play is not the play that wins the most games …

Cash game. White owns the cube. White to play 4-4.


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.

White has been playing a 1-5 backgame (probably the weakest of all backgame formations) and now faces a roll that messes up his plans even further. With a 4-4 to play, he has to sacrifice something. He can move off the 24-point, move off the 20-point with one or both men, or try to keep both backgame points and play entirely on his side of the board. Nothing is really appetizing, but he needs to make the best of a bad situation.

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Opening Positions With Many Choices

White to play 4-2.

 

This is a fairly simple, but extremely important problem. At first glance, White seems to have a lot of reasonable choices. Here’s a quick list, with a brief description of why each play might be appealing:
(a) 24/18, making the enemy bar-point and duplicating fours, but not making any progress on the front game.
(b) 8/4 6/4, making the 4-point, but leaving two blots and a lot of shots.
(c) 13/9 18/16, making the 9-point and creating some duplication of fours.
(d) 9/5* 18/16, fighting for the 5-point while taking away Black’s good sixes.
(e) 9/5* 13/11, fighting for the 5-point and fearlessly bringing down another builder, but leaving Black with 6s, 5s, 4s, 3s, and 1s to hit.

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A Cute Little Technical Problem In A Cash Game

Cash game, center cube. 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.

This is a cute little technical problem which revolves around an unusual idea. White is clearly in serious trouble and has to find the best move to save the gammon.

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More on Mobility

Cash game, Black owns cube. White on roll.

This problem isn’t difficult, but it contains some interesting points. The right play is 21/13. Remaking the midpoint creates a fluid, well-connected position that’s relatively easy to play compared to alternatives. White has chances to make the 3-point, and some other rolls that make the bar-point. He gets some outfield coverage in case Black’s next roll is 6-3 or 6-4. He blocks Black’s best roll, 6-6, turning it from a game-changer into merely a good shot.
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