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Maybe too good to double?

Dec 15, 2025 | Backgammon Generally

Cash game, White owns the cube. White on roll.


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 fairly simple problem that illustrates a common theme which occurs in some degenerate prime versus prime games.

(1) Black has four dead checkers, while all White’s men are in play.

(2) The game will go on a long time.

(3) On his next roll, Black has 16 numbers (5-3, 5-2, 4-3, 4-2, 3-2, 3-1, 2-1, 3-3, and 2-2) that kill one or more additional checkers.

It’s incredibly hard to play a game with eleven checkers against fifteen; the longer the game, the harder it gets. Here Black has not only lost the use of four checkers so far, but he has more breaking numbers than escaping numbers, so his game is likely to get worse. White has no break numbers on his first turn, and he has to be very unlucky to ever roll a breaking sequence at all. Add all these factors together, and Black’s in terrible shape.

If White doubles, however, he’s making a huge blunder. He’s too good, and should just play on for the gammon. If White does double, Black should instantly pass, and be grateful that he lost only two points instead of four.

Solution: White is too good to double; Black should pass if doubled.

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