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Backgammon Problems: Middle Game

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Playability

White – Pips 123 (+7)

Black – Pips 116 (-7)
Black to Play 3-2

This position comes from the late middle game. White is on the bar without an anchor, falling behind in the race and in some danger of being closed out. Meanwhile Black has a couple of checkers stuck behind a 4-prime. Black needs to escape but he needs to close his board as well, so he’s under constant pressure each turn to get something done.

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Hit Twice or Not?

White – Pips 145 (-15)

Black – Pips 160 (+15)
(a) Black to Play 6-3
 

White – Pips 145 (-21)

Black – Pips 166 (+21)
(b) Black to Play 6-3
 

White – Pips 145 (-10)

Black – Pips 155 (+10)
(c) Black to Play 6-3

Here we see three closely related positions. In each case, Black will enter with his three, hitting, after which he has to decide on the best play for his six. He can run out of White’s board (with either 22/16 or 21/15) or he can hit in his inner board with 9/3*, breaking his 9-point in the process. What we want to know is how, if at all, Black’s structure affects his choice of plays.

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Middle Game Maneuvering

White – Pips 143 (-53)

Black – Pips 196 (+53)
Black to Play 3-2

This position is taken from a game which began with a lot of hitting, but not much point-making. Both sides have now secured good anchors; Black also has the 22-point, so he has the making of a strong holding game. Each side has managed to add one outside point along the way. Black has his bar-point, while White has his 9-point. For good measure, White has built a 53-pip lead in the race.

What are the game plans going forward? White’s is pretty simple. He probably won’t be able to build an effective prime, so he needs to capitalize on his racing lead by scrambling his back checkers home, and the sooner the better. He’ll want to start with the checker on his 24-point, and then follow with the checkers on his 20-point. He’s not averse to building the low points in his board; the spares on his 6, 8, and 9-points don’t really have anywhere else to go, and a strong board might help him if he can hit a lucky shot.

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Creating Checkers to Move

White – Pips 134 (-1)

Black – Pips 135 (+1)
Black to Play 5-3
 

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

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Playing Efficiently

White – Pips 137 (-13)

Black – Pips 150 (+13)
Black to Play 4-1
Here’s a problem of a familiar sort. Black has been steadily building his front position, while White has tossed in a 5-3 and a 6-5. White’s last roll of 6-5 completes the escape of his back checkers, but leaves him with a huge stack on his midpoint. Now that White has escaped entirely, Black has to leave his front position alone and start mobilizing the back men. He has two choices: 24/20 11/10, or 24/23 13/9. (24/23 11/7 is all right as well, but 13/9 yields a slightly more active distribution.) Which is best?

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The Tempo Hit

 

In backgammon, most hits are done for one of two reasons: to gain ground in the race, or to attack a key point. A rarer, but still important use of the hit, is a defensive idea called the tempo play. Here the plan is to prevent your opponent from using his whole roll to do something good. By hitting (usually in your home board), you force him to spend half his roll coming in from the bar, so he’s not in position to do something devastating elsewhere on the board.

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