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Backgammon Books

A practical way to become a winner at backgammon is to glean instruction from the best players. Some of the backgammon world’s highest awards have written books to assist players both novice and advanced.

A good book by a backgammon expert can provide game-changing information at a reasonable price which players (and would-be players) can absorb at their own pace. The Gammon Press store stocks essential reads by Bill Robertie and Kit Woolsey, along with the works of Bob Wachtel, Peter Bell and others. If you want to improve your backgammon game, this is the place to start.

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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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Checker Plays and Cube Positions

White – Pips 94 (+14)

Black – Pips 80 (-14)
Black to Play 4-3

Black on roll. Black to play 4-3 in these situations:

(a) Tournament match, double match point.

(b) Money game, center cube.

(c) Money game, Black owns the cube.

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Playing the Containment Game

White – Pips 35 (-56)

Black – Pips 91 (+56)
Black to Play 2-1
Let’s suppose you hold an anchor in your opponent’s board. Dutifully you hang on and wait for your shot. The shot comes and you hit it. Huzzah! Now what?

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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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Bearing Off to Win a Gammon

 

Consider the following problem, which arose in a recent chouette:

White – Pips 118

Black – Pips 60
Black to Play 4-4

As the captain, I had a 4-4 to play. Three plays were possible.

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