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Backgammon Problems: Endgames

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Containing a Checker on the Bar

Cash game, White owns the cube.

White to play 3-2

Problem 176 is an example of a type of position that arises fairly frequently, especially at the tail end of a mutual holding game. Black probably held White’s 5-point for a while, then left either to hit a shot or to create a spare on the midpoint. White scores a lucky hit, and now Black is stuck on the bar against a 5-point board.

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Bearing Off Against Contact

When bearing off against contact, you often have a choice between playing aggressively to win more gammons, and playing safely to win the most games. Some of these plays are tricky. Here’s a good example.

Black on roll, money game, White owns the cube.

White – Pips 118 (+58)

Black – Pips 60 (-58)
Black to Play 4-4
 

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Play Safe or Play for the Gammon?

White – Pips 78 (+19)

Black – Pips 59 (-19)
Black to Play 4-1

Back at World Cup VI, in 1998, Kent Goulding and I introduced a ‘Quizgammon’ contest, consisting of a set of 30 problems taken from all phases of the game. Everyone who was interested paid an entry fee of $20 and sat down for an hour with their problems and answer sheet. After everyone handed in their solutions, Kent and I went over the answers and announced the winners. The event was an instant success. Players really liked the idea of matching wits, with the luck of the dice finally and thoroughly removed.

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