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Backgammon Problems: Early Game

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Hit loose or make an anchor?

White – Pips 168 (=)

Black – Pips 168 (=)
A. Black to Play 3-2

In Position A, Black 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?

The 5-point is a strong point. In the abstract, it’s the best point there is, so hitting to make the 5-point later is often a good idea. But making an anchor is a good idea too, and very often correct. If we could only do one of these good things, we’d do it. But here we can do either but not both, so we have to pick and choose.

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When to Make an Early Double

White – Pips 173 (+38)

Black – Pips 135 (-38)
Black on roll. Cube action?
Proper doubles in the very early stages of the game are somewhat unusual. It takes some time to build an advantage strong enough to turn the cube. Most correct early doubles come from blitz positions, where one side rolls a quick double, makes a couple of inner-board points, and catches his opponent on the bar. Here the attacker gets enough gammon chances to compensate for the fact that he still doesn’t have a big positional edge.

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