5. The Opening
In the opening, the two players mol
pare for the battles to come. The large stacks of checkers on the 6-
point and the midpoint have to be turned into blocking forma-
tions. The rear checkers on the 24-point have to be advanced and
connected to the rest of the army. All the while, you're looking for
some enemy blots to hit.
‘The opening is the most difficult and important phase of the
game, because so many choices are possible. If you play too safely,
you'll enter the middle game with few points and fewer prospects.
Play too aggressively, and you'll find yourself trailing in too many
races.
The key to successful opening play is balance. You've got to
balance offense and defense, risk and reward, aggression and pru-
dence. In this chapter, we'll show you how. Here are some good
general guidelines to get you through the forest of opening plays:
ize their armies and pre-
+ Don't stack up your checkers just to play safe. You need to be
flexible, to enhance your chances of making points.
+ If your opponent splits to your 4-point or 5:point, you'll want
to attack him there.
+ Doublehits are often strong plays.
+ Hitting and making points are the two major goals in the
opening.
+ Hitting is usually slightly more important than making a point.
+ Ifyou have a choice of points to make, try to figure out which
‘one is more
OR
501 ESSENTIAL BACKGAMMON PROBLEMS,
a If you have to leave a blot, slot the most valuable point avail-
able.
+ When you're under pressure, look fora hit that will take away
half your opponent's next rol
+ When your opponent is weak, play strong; when he is strong,
regroup.
+ Don't strip your midpoint.
+ Prime two checkers; attack one checker.
\
ll
HVE
Problem 1: Black to play 21.
78 9 10
Problem 2: Black to play 62.Cardoza Publishing * Bill Robertie
501 ESSENTIAL BACKGAMMON PROBLEMS,
Problem 6: Black to play 21.
We VN
Ala ale
Problem 7: Black to play 21.
aE
ww tae
Problem 5: Black to play 52. Problem 8: Black to play 44,
‘oblem :
al| \ 501 ESSENTIAL BACKGAMMON PROBLEMS
i ;
|
i
\h| \ _ ie
fH ae Lv
Pre aes 3 Black to p lay 44. Problem 12: Black to play 4
} | Ke hay 1 play 41.
NH 4
1
\|
| HARE REN.
i wslay ki nai
Re! ra. -
ie
Problem 11: Black to mor . Problem 14: Black to play 55.
i \\Cardoza Publishing * Bill Robertie
2a
Problem 16: Black to play 53.
| ate
MY
Problem 17: Black to play 61.
501 ESSENTIAL BACKGAMMON PROBLEMS
a ot
ua
Problem 18: Black to play 21.
nm
Wins
Problem 19: Black to a 52.
: i ‘i
mi
458 >
Problem 20: Black to play 62,Cardoza Publishing ° Bill Robertie
Problem 23: Black to pa y 33.
501 ESSENTIAL BACKGAMMON PROBLEMS,
Re
|
nM NeCardoza Publishing * Bill Robertie
Nae alae
T2es45 0
501 ESSENTIAL BACKGAMMON PROBLEMS.
cK
AM Nae”
Problem 30: Black to play 54,
' Hi
Problem 27: Black to play 41.
TD
We NEN
u eo
Problem 31: Black to play 61.
Problem 29: Black to play 55. Problem 32: Black to phy 6 64.501 ESSENTIAL BACKGAMMON PROBLEMS
Ne
te vat
Problem 37: Black to play 52.
Cardoza Publishing * Bill Robertie
a
Problem 33: Black to play 53.
eres a ae to play 52
i rt SAV +
Ta
il
| ” problem 38 Black to play 53.
Problem 38: Black to play 41.
Tea 460a2
Problem 39: Black to play 51.
18.17 16 15 1433
24 29 22 2120 19
WWE
Problem 41: Black to play 54.
501 ESSENTIAL BACKGAMMON PROBLEMS
Problem 42: Black to play 32.
WM
Problem 43: Black to play 32.
ne fi
NWT
Problem 44: Black to play 54.
anCardoza Publishing « Bill Robertie 501 ESSENTIAL BACKGAMMON PROBLEMS
Probes 47: Lea puay ; Problem 50; Black to play 51.Cardoza Publishing ¢ Bill Robertie
ee Eine
AW RAMI MAA
nie m0. :
‘ie
501 ESSENTIAL BACKGAMMON PROBLEMS
T2s 4656
Problem 55: Black to play 22,
Problem 52: Black to play
- ene
a we
res sse
Problem 53: Black to aes 5B. | Problem 56: Black to plays 55.ing * Bill Robertie
q
Problem 57: Should Black double?
Should White take if doubled?
Problem 58: Should Black double?
Should White take if doubled?
24.29 22212019 18.17 16 18 1439
WWW NeW
Tessas oe 78 01
Problem 59: Should Black double?
Should White take if doubled?
501 ESSENTIAL BACKGAMMON PROBLEMS
IONS
1: Opening roll, Black to play 21.
. Aggressive and strong.
2 Opening roll, Black to play 62.
est way to handle an opening 62 is with a combination of
and building: 24/18 and 13/11. ‘The split starts to fight
«1 anchor on White's bar point, at a time when White has
development. The builder gives Black a bunch of con-
new rolls, like 41 and 63, plus all deuces.
I played a couple of other ways, which are not
\{ means several rolls will pass without Black’s making an
which could hand the initiative over to White.
layers like the play 13/5, slotting the 5-point. ‘The pro!
not that the 5-point isn’t valuable enough to slot (itis
play slots it with the wrong checker. Strategically, Black
se the checkers on the 6-point to make the 4 and 5-poi
plays 13/5, then covers next turn with a three, he'll be left
skward and undeveloped stack of checkers on the 6-point.
4: Opening roll, Black to play 64.
yy 24/18 with the 6, and 13/9 with the 4. Spi
a powerful maneuver which starts a good
ing White's choices. 13/9 creates an excel-
iner board points.Cardoza Publishing + Robertie
Problem 5: Black to play 52.
Here’s a good rule for attacking in your inner board in the carly
stages of the game: Fight for the S-point and the 4-point; be reluc-
tant to hit on the $point; avoid hitting on the L-point or 2-point
unless absolutely necessary.
Here Black should fight for his 4-point by hitting with 6/4*.
He could also hit on the L-point, but that’s not necessary, so he
avoids sticking a checker that deep. Instead he balances his di
bution with 18/8.
Problem 6: Black to play 21.
Many players who slot the 5-point with an opening 21 are reluc
tant to do so once the opponent has escaped a checker. They ust
ally resort to a splitting play like 13/11 24/28 or 24/21 instead.
But in fact, you should be even more eager to slot in this posi
tion than in the opening position! Here's the reason. If you slot
it gains 20 pips in the race, and it starts the 5-point for
White, in preparation for making an anchor next turn. Once White
has run a checker out, there's no anchor that can be made, so the
hit isn’t as effective. The right play is still 19/11 and 6/5.
Problem 7: Black to play 21.
‘What do you do when your opponent has slotted a key point
and you miss? Counterslot!
Black should play 13/11 6/51, counterslotting his own 54
White has very few rolls that both hit your blot and cover his 01
Unless he does both you'll be able to equalize.
Problem 8: Black to play 44.
Black has just rolled his best number in Position 8— 44. But
must be sure to play it correctly.
He can't go wrong by playing 24/20*(2). He hits a blot,
20 pips in the race, and secures a key anchor. With the last two
fours, he should play 13/9(2), rather than the obvious 8/4(2).
The trouble with making the 4-point is that Black overruns t
play a bit. He doesn’t actually make an additional point — h
to give up the S-point to make the 4-point. And he has
501 ESSENTIAL BACKGAMMON PROBLEMS,
he’s unstacked
} and provided a nice combi-
lers to keep making good points in the future. It's an
Aive, balanced play.
lem 9: Black to play 44.
won't go wrong in the opening if you look for plays that
‘must be right, because what they accomplish is both power-
\d difficult to do, Black has many possible plays here, and it's
ible to play such a great shot in a way that doesn't markedly
the position. What's the best way? Black should move
ing, gaining 16 pips in the race, and escaping a back
) and 6/2*(2) (hitting and making an inner point). Other
are good, but no other play accomplishes quite this much.
10: Black to play 52.
the opening roll, i’s a tossup whether 52 should be played
18/11 or 18/8 24/22. Once your opponent has split his back
however, the choice is clear. A blot on the 11-point is now
to six hits (64, 68, and 54) rather than just two hits (64).
‘more risk than necessary, so Black should just play 13/8 24/
U1: Black to play 43.
the opening roll, i’s a tossup whether you play 43 by bring-
men down from the midpoint (good for priming) or split-
back men (good for building an anchor)
€ your opponent has moved, the choice probably isn’t a
anymore. Look at what your opponent's opening move has
for his position, and decide accordingly.
White has made his 3-point with an opening 5:
Black do with his 43? The advantages of pulling two
3/9 18/10) haven't changed, But splitting has been
affected. W with an extra inner board point,
r building a blocking ‘one reason for
now better forCardoza Publishing * Bill Robertie
Conclusion: don't split, which just allows White to attack more
effectively. Just play 13/9 13/10.
Problem 12: Black to play 41.
Black should play 6/2*/1*. Putting two checkers up in the air
is often a strong play in the opening, with the potential of leading
toa blitzing game. It’s the best way of handling what has become
an awkward roll
Problem 13; Black to play 65.
Black should grab the initiative by hitting two men: 13/7* and
6/1*. White will have to lose some time entering his men, and
Black might be able to launch a blitz or make his bar point with a
good block. Don’t miss chances to knock your opponent off bal
ance in the early stages.
Problem 14: Black to play 55.
Black should make two inner points by playing 8/3(2) 6/1*(2).
This is always a powerful opening play with 55 when your oppo:
nent has split his back men.
Problem 15: Black to play 42.
Opening play is governed by two basic rules: (1) Hit Blots; (2)
‘Make Points.
If you can do only one of these two things, that will almost
always be the right play. If you can do both, or neither, then you
might have a tough decision.
“Here Black was scared of being attacked and ran with 20/14
But there was point to be made, and that’s top priority. The rig
move is 8/4 6/4.
Problem 16: Black to play 53.
In the opening, you want to make points when you can, and I
lots when you can, What happens when you can do both?
‘Usually, given a choice between making a point and hitting
shot, you want to hit. Hitting accomplishes two things:
ground in the race and prevents your opponent from using |
whole roll to make a point of his own. You might even get re
lucky and have him stay out altogether, losing his whole turn. T
k is Bar/17*, rather than Bat/2
501 ESSENTIAL BACKGAMMON PROBLEMS,
blem 17: Black to play 61.
The right idea here is to hit and gain ground in the race by
28/16*. Note that Black could also make his bar-point
13/7 8/7. In the opening, when faced with a choice between
ig on the opponent's side of the board or making a good block-
point, the hit is usually slightly better. It does two good things
ing in the race and escaping a back checker), while making
lock does only one good thing.
lem 18: Black to play 21.
‘nchors are powerful, permanent assets. It’s worth taking some
in the race to secure an anchor for the long term,
re Black can play safely and risk little in the race with either
6/4 22/21. But the right play is 22/20 8/71, locking down
chor. Black won't like it if White rolls a deuce next, but he'll
lighted if White docsn’t, and he'll be delighted for a long
19: Black to play 52.
the early stages, give more weight to an anchor than running
looks inviting, but a sounder play
20: Black to play 62.
1 board points are stronger than outer board points.
ean make the 7-point (13/7 8/7) or the 4-point (10/4 6/
‘rpoint is more important. As an inner point, it serves to
checker on the bar from entering the home board. And
t is awkwardly stacked (five checkers right now),
the 4-point helps to smooth out Black's position.
21: Black to play 43.
hoice of making cither the 20-point or the 5-
points. ‘To decide on the best play, Black
her features of the position:+ Black has three men back to White's two. That calls for a
defensive play, hence favors making the 20-point.
+ After making the 5-point, the 8-point is left stripped, hence
not useful for making future points.
+ The checkers on the 6-point want to be used to make the 5-
point (and the 4-point). By making the 5-point with checkers on
the 8 and 9-points, the checkers on the 6-point become less useful
‘The positional considerations all favor playing 24/20 23/20 —
the best play by far:
Problem 22: Black to play 21.
When you have a choice of building an offensive or defensive
int, see which side of the board needs more work.
Black’s offense is hampered by the big stack on the 6-point. His
defense is working well, with his rear checkers in no danger yet and
covering White's side of the board very well. His offense needs the
most help, so play 7/5 6/5.
Problem 23: Black to play 33.
In the opening, small changes in the position can alter what
would otherwise be a standard play. Be alert for these situations,
Here Black has a 33 to play. In most opening situations, 33 is
played by making the 21-point and the 10-point, But here Black
has already made his 4-point (with a 42) and White has escaped a
checker (with a 65). This changes Black's priorities.
Black should still move up to the 21-po'
good anchor and challenges White's outfield. But pl
two threes from 13 to 10 isn’t as effective as before. Since Black
has already made the 4-point, the 10-point doesn’t create as many
six pips away from each other, they can’t both be part of the s:
prime, so Black doesn’t have as many priming threats. And si
the 8point is now stripped, rolls which use the 8-point checkers
make a new inner point now leave a blot behind, so they're
effective. The net effect is that making the 10-point does
501 ESSENTIAL BACKGAMMON PROBLEMS
Problem 24: Black to play 66,
Doublesixes is a great shot in
Position 24, but Black can't
ything he wants. Ifhe had five sixes, he could make his Spine
id both bars. But with only four, hi
rade ach ith only four he has to leave one key point
nce his 5-point is
it first with 11/5, Th
comes the hard p:
ic best point on the board, Black grabs
le Next two are easy: 24/18 and 13/7.
art: his offensive bar-point or the defensive
int.
Black has to realize that he’s
: off to a great start in this game,
offense comes first. If he plays 18/7 with his last six’ he's
fanteed an excellent position even if he gets
tif he plays 24/18 and then gets hit on the 7 poi hart
ingle checker — attack, don't block.
ick should play 8/4* rather tha cl
# Two reasons — a
and a single checker can't
1e checker a gets away.
m 26: Black to play 1.
started off by running with 64, and White res i
> ‘sponded with
68, played 24/18 24/21. You'll see these sorts of
teats with the back men occasionally. In the backgammon
hey'te known as “Middle Eastern plays," because they're
lonly scen in that part of the world.
Inherently dangerous to put your checkers on points that
very much wants to make. These plays work
a stronger board, having already
trong point to be made for free,501 ESSENTIAL BACKGAMMON PROBLEMS
Problem 28: Black to play 21.
Breaking key points to hit is usually a bad idea, You want to hit
with spares, because points may be hard to rebuild.
Here Black can go all out for attack with 8/7* 13/11, but it’s a
bad idea. Black loses his 8-point, and White would have 18 imme-
diate return shots from the bar. That's too high a price for a pos
sible gain of only a few pips. Instead Black should just play pru-
dently with 24/21.
Here Black should enter with the four, Bar/21*.
Ha, Pity is 24/18. Playing to his own bar, 18/
Iut rates to lose too much ground in the
21/15 leaves the back checkers
my. Playing 24/18 minimizes ris
race. Running out
‘connected from the rest of
‘k and maintains connectiv-
33: Black to play 53,
Problem 29: Black to play 55.
When you have to leave a blot, leave it on the most valual
point available. That way, if you're not hit, you have a chance
make a great point.
Here Black has a choice between 13/3 8/3 7/2, leaving few
shots by slotting the 2-point, or 18/3(2), leaving a couple of ex .
shots but leaving the key point sloted. Th eiive Rca oe vel
the blot where iti, and hope to make the 7-point next Play a posional priming gare en 28 Prob
i » The continued pres-
Problem 30: Black to play 54. cause you too many awkward
‘When you hit your opponent's slot, you generally want to stay . idea is to cover the blot as
on the point and try to make it next turn. icking game. Here the right
Here 24/20*/15 doesn’t do much. Black would love to act ;
ally make the 20-point, so the right play is 24/20* 13/8.
Black to play 53.
‘aq :
Problem 31: Black to play 61. acting itt the 3, playing Bar/22. His best choice
Black will enter with the one (its fo: he Ree pees wi
‘use his acti
%
be rejected immediately. Although it’s the play that’s least olnts to attack. By hitting,
be hit, the 2-point is a worthless point at this stage. The real cho!
is between 18/7 and 24/18.
‘The right play is 24/18. If Black starts his own 7-poi
Black buys time to
tere hitting on the I-point makes good sense.
»n, Black may have a lot of p1
ite blot on the 18-point. When in dou :
the other guy's bar-point. is whole number, In-
keeping White partly off bal-
Problem 32: Black to play 64. bpnext turn,
‘With an awkward six in
bar.Cardoza Publishing « Bill Robertie 501 ESSENTIAL BACKGAMMON PROBLEMS,
Problem 37: Black to play 52. lem 41: Black to play 54.
If you don’t have a board yet, a double-hit play doesn't rate to ‘A lot of players get panicky when they holding the 18-point
be very strong, But it's not weak either, and it may be the best fpr, and look for a chance to run off it as soon as possible.
available move. remember all the games where they held that anchor too
Here Black should play 8/3*/1*. It's nota powerhouse punch, and lost by getting trapped off it at an awkward moment, In.
but it might lead to a blitz, and everything else is Lousy. mn. 41, Black fell victim to his fears and played 18/13 18/14.
fhe trick is to grab the 18-point, then try to build a good home
Problem 38: Black to play 41. |. When your board is at maximum strength, then you run
‘When your opponent gets off to a fast start building his prime, the 18-point. Here Black should just play 13/8 18/9, and try
you need to try for an anchor quickly, before his position gets too ild some points. There will be plenty of time to run later.
dangerous. :
‘The right play for Black is the bold Bar/21 24/23, immediat
m 42: Black to play 32.
going for the anchor, rather than the safe but passive Bar/24 13,
blot in your opponent's board is a sign you can play more
By moving to the 21-point now, before White has a lot of builders icly. If you get hit, your opponent will probably not cover
in play, Black has the best possible chance of making it. Look at it Int the same time, so you'll have a chance to reenter with a
this way: splitting won't get any safer in the future
Playing 24/23 with the ace is technically accurate. If White Black should make a big play, 6/4* 13/10. Hitting fights
makes the +point with a roll like 32, for instance, Black will be al important 4-point, while 13/10 unstacks and gives Black
to hit back with 5s and 6s. Also, Black may later have to anchor cl sixes next turn. White’s only good numbers are 4s and
the 28-point, which gives him a more viable position than an ary ther combinations leave him without much to do. Play
chor on the 24-point. den the other guy has weaknesses.
Problem 39: Black to play 51. 43: Black to play 32.
‘Although the game's just a couple of moves old in Position 39 sly Black will hit with the deuce; then he needs to con
Black's already in big trouble. He has to take drastic steps now best three. The choices are 13/10 and 24/21. (11/8 is
get a playable game, else he could quickly be doubled out. The Imuch too passive.)
Dut passive Bar/24 13/8 isn't worth considering. Black should VK strip the midpoint too quickly” is a good rule to follow
play Bar/20 24/23}, taking a risk now to try to get an anchor. ening. Keeping a third checker on the midpoint enables
the play works, Black will be right back in the game || runners that your opponent may send into your outer
shout breaking your midpoint in the process. Eventually,
Problem 40: Black to play 61. checker, but there’s no need
Don't take a chance without knowing what you're getting f Black should play 24/21 with his three.
Black made what he thought was an aggressive play: he
13/78/7, leaving the blot on the 11-point exposed but making, ‘Mi; Black to play 54.
bar point. n front of stripped points, not in front of big
But the right play was just 11/4, leaving no blots. Since W! k on his midpoint cries to be developed, so
already has an advanced anchor, the 7-point doesn’t really stick checkers in White's outfield if he can
anything. If Black had noticed that, he wouldn't have left
nothing.Robertie 501 ESSENTIAL BACKGAMMON PROBLEMS
Cardoza Publishing
Problem 45: Black to play 32. lem 47: Black to play 66.
Black's two is very clear: His back men are starting to come ‘An early 66 in the open ing often gives the choice bet
ion gives the choice between a
under pressure, so he should play 24/22, securing a good anchor. c
‘The three is more difficult. His choices are 13/10 or 8/5. ee eee eee ee
110 is a good-looking play which creates many new point: Your opponent has in your home
making combinations: 62 and 64 now make the 4point, while 31
vind 63 make the bar-point. In addition, 41 makes the 9-point, whi
any three would make the 10-point itself, which is potentially pa
ofan outside prime. There's a cost for these building opportu
fhe has wo or more men back, a pri i
, a prime causes him real
Here Black should play 13/7(4) eeaaui
48: Black to play 66.
es, eet ‘Black will get hit next turn if White rolls 2 62, 53, or the defender has only one man back, an attack is more pow.
a ince even when the defender enters fi i
8/5 is completely safe, and seems to create new building op ‘an anchor and so is sti tebe saa aoe turn. Here
jould play 13/1*(2).
ies as well. Does that make it the
|. The problem with 8/5 is that it doesn't really create
fer, If Black subsequently makes the 4-point with 41 or 49: Black to play 41.
anew bu
49, he docs so at the cost of leaving a vulnerable blot on the 8 Wee wocasciy
point. Making the bar-point with a later 61 now also comes at the aries ‘aso a » the race, mabe some effort
ot efleaving the same blot on the 8-point. Moving the checker to is Molen cosas al eee
the 5-point does create some new attacking numbers on the T-point Fivaiketo hela porcelteny ads by 18
and Zpoint, but it's premature for Black to be aiming for a bli cking, th are eee ne
attack. 8/4* 10/9, but h esldeedh sachs arracaate
Moral: In the opening you need to take a few chances to build lead. Me be thal play mibstly cause Black (plo
game. Six indirect shots in the outfield is a goo +r possibility is the solid 24/20 10/9, which avoids disas-
your priming
that gives White plenty of numbers to hit on the 9-point,
tradeoff for creating a powerful new builder.
Problem 46: Black to play 52.
‘Anew point is worth a lite extra trouble in the opening.
Here Black has a choice between 20/13, safetying the blot
20/15 13/11, leaving a shot but building the 11-point. Tf this were
justa choice between a safe play and a risky play, it would be a cl
‘call, But in fact, neither play is “safe.” After 20/15 18/11, WI
has all 3s plus 21 (13 shots) to hit on the 15-point. But after 20/18,
White has all 7s plus 64 (8 shots) to hit on the L1-point. Seen
‘way, 20/13 is only slightly safer. But i’s worth a few extra shots
. The right play is
ight play (The only misses are 16, 26,
Id just try to consolidate his bigll Robertie
Cardoza Publishing + 501 ESSENTIAL BACKGAMMON PROBLEMS
Problem 51: Black to play 22.
In the opening your primary task is balance — make the play
that results in the best overall improvement in your game. Dot ice between offense and defense. Hi i
blind yourself to possibilities by focusing on just one objective. game with 8/5 6/5 (offense), or foi ae ea a
Ina New York choueite, Black (the team captain) quickly played itual attack (defense), Which should he play? atctcoee
Bar/23(2)/21(2). He explained to his teammates that whatever
happened, he was going to get a good anchor.
His play was easy to understand. A second before, he was
ting with two checkers on the bar, wondering if he was about to
blitzed. His orientation was defensive — he just wanted to survive.
So when he rolled a great shot from the bar, he used it to make an should play 8/5 6/5.
impregnable defensive position.
But it wasn't the best play. Once he played Bar/23(2), his de-
fense was already secure. If he had looked at the pos
fresh eye, he might have seen that leaving those checkers al
and playing 6/4(2) gave him the biggest overall improvement in
his game. He'd then have the security of an anchor (albeit a m
est one), combined with a better home board and an unstacl
flexible front game. Balance is the key to strong opening play.
yblem 54: Black to play 31.
Many times in the opening of a game we're asked to make a
55: Black to play 22.
ble-deuces is a great shot for Black in problem 55, He has
‘ways to play it, all which give him a strong position,
Allout offense with 6/4(2) 9/7(2), giving him a strong block-
ion.
Problem 52: Black to play 21.
‘One goal in the early game is to improve those parts of your
game that are weakest. Black has two weaknesses in Position 52 ‘0s improve =
ers, which haven't started to move and which are in some danger of 7 eter 3
being blocked. Black can work on both problems by playing 13/11) 16 uP to the 22-pointis especial
24/231 His back checkers start to move, while the builder on the ‘on the 16-point,
I -point creates new blocking combinations for the 7-point and 9)
point.
Problem 53: Black to play 55. Black to play 55.
35 is a great roll in Problem 53, but Black must play it of Black’s fives are pretty clear: he plays 13/8 and 8/
aly cris oe he Bl hg an inner point. With the last five he has a choice
the good 11-point while escaping a checker. With the last tw and 13/8. Some players would start calculatiny
has a choice between 6/1(2) and 8/3(2). Although the -p. to get hit after each play, how likely they are te
rext turn, and so forth. The trick is to see that this is
ack has to leave a blot exposed either
10 leaves him with two spares on the mid-
4both points. That's the right play. Remember ~ balance your Po-
sition.
Problem 57: Should Black double?
Should White take if doubled?
‘White started the game by running witha 64. Black then threw
55, making two inside points, and White danced. Black should
iid take, Black has real chances to win
gammon, especially if he can roll a 2 and hit
White has just enough chances to enter and anchor to venture «
take.
Problem 58: Should Black double?
Should White take if doubled?
‘Under just the right circumstances, you ean offer an openini
double with no new points in your home board. Here's @ go
fexample. Black has a big lead in the race (42 pips), one W
Checker is still on the bar, and Black has 10 combinations that m
the 5:point next turn, while almost every roll hits loose there. k
has a solid chance of pinning White in an ace-point game or st
sort of back game, so he has a good double now. White has
of course, Jc hasn't actually done any of those things
Problem 59: Should Black double?
Should White take if doubled?
a problem which could fool most players. It might
offering an carly double, but before you take
more closely. Black is ahead in every phase of the game.
21 pips in the race, White is on the bar, Black has Is, $8, and St
cover his S-point, 4s and Ls hit, 55 makes the S-point, and 6
the L-point. Black also has a strong anchor, while Whi
made a point yet. Double and clear pass.
eed Sip
only 15 checkers at your disposal, you
ay checker is working to its saga ta ereatemnew points
uropponent. That m
ety and hope to automatically throw good numbers. You
place your checkers so that more of your future numbers
laying this way creates a mobi
iis chapter we'll look at some ways to create good positio:
"sa key point to be made, make sure you
as possible bearing on that point. Often
ive your opponent the same good number in.
\¢ board, rather than different good numbers.
checker on a point you need to make, with the
ext turn.Cardoza Publishing ° Bill Robertie
PROBLEMS
nil ie
2a 29 22 21,2019
2a ae 22.21 20,19
vee
me
Problem 62: Black to play 21.
501 ESSENTIAL BACKGAMMON PROBLEMS.
Problem 65: Black to play 22.Cardoza Publishing * Bill Robertie
Mid ik L
Problem 67: Black to play 11.
nIRENS
Aud
We
Problem 68: Black to play 32.
501 ESSENTIAL BACKGAMMON PROBLEMS
ay
tt
Problem 69: Black to play 65.
aN
AANA MRAM
Problem 71: Black to play 11.™
Cardoza Publishing * Bill Robertie
TETase 78 910
Problem 74: Black to play 11.
501 ESSENTIAL BACKGAMMON PROBLEMS,il
BINS
501 ESSENTIAL BACKGAMMON PROBLEMS,
Problem 81: Black to play 54.
2a 29 29 21 20 19
tee
problem 8 80: Black to play 21.
Problem 83: Black to play 43.
7”Cardoza Publishing * Bill Robertie 501 ESSENTIAL BACKGAMMON PROBLEMS,
UTIONS
meee We
\\ ia Vi
\
yblem 60: Black to play 11.
Black has two objectives: safety his blot, and create the maxi-
number of builders for the remaining points in his inner
ht play is 7/5,
lers for each of the two remain:
the blunder of playing 6/4? instead, he only has two active
peaoe 7 8 910 for each inner poi
Problem 84: Black to play 62. 61: Black to play 65.
iversify your numbers to make Key points. Black can cover
and make a 5-point prime with 13/7 6/1. But
re isto finish White off by actually n
{ way to do that is to play 7/1 13/8, creating three b
for the 2-point, rather than just two.
62: Black to play 21.
is are good, but don’t make them automatic
and see if your checkers might be more useful when spread
Black can hit and make a point with 18/11*/10, but the
doesn't really do anything, as Black’s checkers are in no
of being hit. A betier play is 13/11* 10/9, diversifying the
and giving better chances of making the 7-poi
63: Black to play 31.
breaking your prime, see if you can do it in a way that
mum pressure on your opponent.
9/8 9/6. If White then runs off the 3-point,
with three numbers: threes, fours, and fives.
good situation.
Black plays 8/7 8/5, and White runs off the 3-point, Black
twos, threes, fours, and sixes. That's
eye out for the little plays that can make a
between winning and losing.Cardoza Publishing * Bill Robertie 501 ESSENTIAL BACKGAMMON PROBLEMS
Problem 64: Black to play 41. lem 69: Black to play 65.
Just because the game’s under control is no reason to let up. Black should attack with this roll, and that’s what he did. He
‘Squeeze the most out of every position. / yyed 8/2* and 9/4.
Black felt pretty good here and played 13/12"/8. Obvious, but But his play was wrong on a couple of counts. The right play
careless, A better play was 13/12* 7/3, getting four builders for 13/2*. Here’s why:
the ace-point. Closing the ace-point quickly gives better gammon After 8/2* 9/4, Black has 15 numbers to cover the 2-point next
chances, and the best time to create builders is when your oppo 2 11, 65, and 66. After 13/
nent has two men on the bar. Black can cover next turn with all 6s plus 42, 51, 22, 33, 43, and
-atotal of 21 cover numbers. That's a big improvement.
Problem 65: Black to play 22. : IfBlack plays 13/2* and White enters with a deuce, Black prob-
Black could play completely safely with 12/8(2), but there's a won't be able to complete a closeout, so he'll need to build a
better play — 12/4, getting a fourth builder for the 3-point. Black instead. a checker still on the 8-point, Black has a
needs to notice that since White has two blots in his home board, chance to make the 8-point next turn, with a 5-point prime in
the indirect shots White gets after 12/4 (61, 52, 43, 63) aren’t re
ally threats.
m 70: Black to play 32.
Problem 66: Black to play 53. 1/23 is forced, then Black has a choice of three 3s: 8/5*, 6/
“The more awkward your distribution, the more points have 18/10. Hitting is the worst choice in this position. Of the
give way to flexibility : plays, it allows the most return hits (21). Since White has a5-
Black can make the 3-point, but iteaves him with stripped ps board, and another hit could mean the difference between
and a huge stack. Much better is 13/5, which a single game and a gammon, that's important. Also, a hit
up a new point but give Black some choices on following turns. the 8-point, so Black's not as likely to cover successfully next
he should be.
Problem 67: Black to play 11. ‘ing the 3-point is the safest play (only 12 return shots), but
11 is a great shot (Black's best, in fact), but he must play int isn’t valuable here, and Black will have trouble next,
rately to extract the most from the positio ring the 3-point while not leaving another blot somewhere.
Three aces are clear: Bar/24* and 2/1*(2). Tight play is 13/10, which leaves a medium number of shots
the right play is 7/61, breaking a good point to get a third it does two very good things: it puts pressure on White’s
aiming at the open 2-point, No other play gets three builders fof the 5-point, and it unstacks the huge stack on the midpoi
the 2-point. sxible stacks lead to sure trouble later on, so get
into play is a very high priority.
Problem 68: Black to play 32.
If you've got a point you need to make, try to get the maxi 71: Black to play 11.
number of builders bearing on that point. doesn't want to leave White any game-winning shots from
‘Here White is on the bar, so Black can proceed with
safety. His next job is to make the 7-point and 8 point, : 1) He starts by playing 8/
prime. What play gets the maximum builders for : he looks to see if duplication can help
answer is 13/10 11/9! It’s an easy play to over ” cs needs 2s 3s to enter. Is there a
Yes! Black501 ESSENTIAL BACKGAMMON PROBLEMS.
75: Black to play 11.
this is a great shot, and three of the aces are very clear: 24/23
5 — 33 and 23. Any other
leave more. (Check this yourself.) Over the board, duplicatioy
you find the right play quickly and easily. ‘To your opponents, your prosaic player would try cither 8/7 or 10/9, both of which
may start to look magical. Black with three builders for the open 5-pi
two shots from the bar. The ingenious player, however,
Black that duplication allows him to play 8/7! Ata cost of three
cer 6/3*, then has a choice betw
ying 22/16 or 21/15 with his six. Ni wi
ones and threes to ‘om the bar, Black correctly plays 21/
giving Black threes to hit in the outer board, rather than fours.
Problem 73: Black to play 11. i awkward roll for Black, The spare checker
If your opponent already has a number which is very strong int can only move half the number, while the checker
him, you can profitably duplicate that number elsewhere on 22point can’t move at all. 6/1 is safe but pathetic. What to
board.
Here Black's first three ones are pretty much forced: Bar, lication holds the key. The right play is 18/10 6/41, giving
and 6/5(2). Before playing his last ace, Black notices everywhere. If White can't hit, Black’s a favorite to fill
i eady very good for him, he can make his bary / point in his board.
‘77: Black to play 62.
alertly plays 8/71, slotting his own bar point. If Whi hhas two ways to run into White's outfield with this roll.
have to pass up an already strong point on the other si lay 23/15 or 24/16, What's right?
ete that if he plays 23/15, his checkers on the 15-point and
are two pips apart, just like his checkers on the point
Problem 74: Black to play 11. it. Next turn, the numbers that make outer board points
ind 15/14, 42) are the very same numbers that make i
ly with 14/18,
needs twos every)
int, twos to make
jon of twos and
wardness of 14/13 argue for a more flexible play: Black
move 6/5! with his last ace, can, try to give yourself different numbers on
int objectives.
with the four, so he
Then he has a
One play leaves him 4sCardoza Publishing ° Bill Robertie 501 ESSENTIAL BACKGAMMON PROBLEMS
and 8s to make his 1-point; the other play leaves 5s and 2s. Notice blem 82: Black to play 21.
that Black needs 5s to jump White's prime. Therefore he wants to | After your opponent has di
leave himself different numbers to make the I-point, so he plays 6/ BL your beard as quicllpse ste ae
n re ra
e Fé ht way to accomplish this is to slot the open
s, then cover next turn. Black should play 6/4 3/2! Next
Problem 79: Black to play 65. after covering, he'll have a winning board if he can ie ioe
Avoid
Black c:
stacks of checkers in the middle game.
play totally safe with 24/18*/13, but that leaves
horrible pile on the 13-point, almost surely leading to more
later. Create some flexibility now by balancing the position.
should play 24/18* and 13/8!
m 83: Black, on bar, to play 43.
Problem 83, Black has to enter from the bar with his three,
ig Bar/22. Then he can consider slotting the bar-point with
Py playing 11/7. Is this the right play?
‘0. There are many situations where slotting isn’t a good idea.
Problem 80: Black to play 21. jeral, you don’t want to slot when your back esas are
‘The reason is that if your opponent misses your slottcd
, he may hit one of the loose checkers in his home board,
you're trying to enter from the bar, you'll have trouble cover-
ir slot. Remember that if you take the risk of slotting, you
be able to cover your slot when you're missed. :
race, but he’s threatening to establish a powerful advanced and
Ifhe has only one man back, and he hits you, there's no poss 84: Black to play 62,
of his building an anchor. A point to remember. you've escaped your back men, don’t play too boldly. Avoid
a man sent back if possibi
Problem 81: Black to play 54. could make an aggressive play with 13/5, which would
ee tH eT emma — Black plage 19/9, What son y improve his position if he didn't get it. But wah al ho
ive? n escape .
Black has three legal fives: 28/18, 18/8, and 7/2. Breaki ae im eon to make sure they stay that way. The
the anchor with 23/18 is easy to dismiss — that’ e a boxer
ping his guard and leading with his chin. But what about
which looks safe and sound?
Is safe all right, but not too sound. Once Black starts ki
checkers behind White's anchor, he's going to find that he do
spares, he'll have to hope
13/8, on the other hand, gives Black a
Black makes the 8-point before White can
in the game swings over to Black's side. Reason
aggressive play.501 ESSENTIAL BACKGAMMON PROBLEMS
+ Are you ahead in the race?
+ Is your board better than your opponent’
+ Do you have an advanced anchor,
ed your back checkers?
* Does your opponent have loose blots?
or have you actually
1
you have an edge in a couple of these areas, and are even in
‘other two, you probably have a double and your opponent can
ly take. Tf you've taken a lead in all phases of the game, you
A great double and your opponent should probably gi
| ym KW aleete (mere lnit-y
Once both sides start to make inner points, we're out of
and into the middle game. The basic goals remain
same as in the opening: make points, hit blots, and escape
back checkers. But stronger inner boards mean more danger
both sides, and a single bad sequence can allow the doubling
to make an appearance.
Keep these guidelines in mind when playing the middle game:
+ Fight for the key points.
+ Remember that inner board points are inherently st
ger than outer board points.
+ Try to get an advanced anchor before your oppo:
| game is too strong.
| + Be eager to split your back checkers if your oppon
| an outside prime, but not yet a strong inner board.
+ Be reluctant to split when your opponent's inner b
strong, or he has awkward stacks of checkers that can’t form a pr
Take chances when your opponent’s home board is w
be cautious when it’s strong,
+ Prime an anchor; attack a blot
+ Remember that double-hits are always powerful.
+ When you escape your back checkers and take
the race, turn cautious.
When you're considering a double, ev:Cardoza Publishing * Bill Robertie 501 ESSENTIAL BACKGAMMON PROBLEMS
PROBLEMS
1917 16 16 14.33
Wy VY
ue.
T2s4a5 6 78 9 101118
Problem 88: Black to play 54,
24 23 22 91 20,19
ne
24 23 22.21 2019 16.17 16 15 14 19
Problem 89: Black to play 52.
24 23 22212019 18 17 16 15 14.13
ERT
Waal yt
Problem 90: Black to play 63.
Problem 87: Black to play 43.Problem 92: Black to play 22.
Problem 93: Black to play 22.
501 ESSENTIAL BACKGAMMON PROBLEMS,
Tee as 6 7 8 SOD
Problem 95: Black to play 61.501 ESSENTIAL BACKGAMMON PROBLEMS
Problem 101: Black to play 65.
Problem 99: Black to plCardoza Publishing * Bill Robertie
pea oe 7 8 9 101
Problem 104: Black to play 33.
Problem 105: Black to play 42.
501 ESSENTIAL BACKGAMMON PROBLEMS,
24 23 22212019 18.17 16 16 14.39
Problem 106: Black to play 61.Cardoza Publishing * Bill Robertie
pa 29. 22.21.2019 1817 16 15 14 38
TE Ani" o
i
24,20 22 21 20,19
if
AAA a
Problem 111: Black to play 33.
501 ESSENTIAL BACKGAMMON PROBLEMS,
Problem 112: Black to play 62.
lem 114: Black to play 51.Cardoza Publishing ° Bill Robertie
pa 29.22.212019 18:17 16 16,14 3
WW Wi
282 8.)
Ss TB 8 OTT Ie
Problem 115: Black to play 41.
2a 28 22.21 2019
ial
2a 29 22 21 2019.
WAS
Problem 117: Black to play 31.
501 ESSENTIAL BACKGAMMON PROBLEMS,
Problem 120: Black to play 52.lishing © Bill Robertie
Cardoza Pub!
Problem 121: Black to play 65.
Problem 123: Black to play 51.
501 ESSENTIAL BACKGAMMON PROBLEMS,
4
Problem 124: Black to play 65.
Problem 125: Black to play 31.Cardoza Publishing ¢ Bill Robertie
501 ESSENTIAL BACKGAMMON PROBLEMS
Problem 131: Black to play 41.} rdoza Publishing * Bill Robertie 501 ESSENTIAL BACKGAMMON PROBLEMS
{ Cardoza
2a 29 22 21 20
ny
Treas 6 7 8 910
Problem 136: Black to play 21.
RCH
ios
Problem 137: Black to play 41.
i Problem 135: Black to play 52. Problem 138: Black to play 43.Problem 140: Should Black double?
Should White take if doubled?
Problem 141: Should Black double?
Should White take if doubled?
‘501 ESSENTIAL BACKGAMMON PROBLEMS
18.17 16 16 1433
VEE
; We
78s 10
Problem 142: Should Black double?
Should White take if doubled?
Problem 143: Should Black double?
Should White take if doubled?
ould Black double?
take if doubled?Cardoza Publishing ° Bill Robertie
2a 23 22 21 20 19
ny
Problem 145: Should Black double?
Should White take if doubled?
Problem 146: Should Black double?
Should White take if doubled?
Problem 147: Should Black do
Should White take if doubled?
501 ESSENTIAL BACKGAMMON PROBLEMS
24 23 22 21 20 19
Ve
Problem 148: Should Black double?
Should White take if doubled?
Problem 149: Should Black double?
Should White take if doubled?
hould Black double?
Should White take if doubled?Cardoza Publishing « Bill Robertie
(eos
Problem 151: Should Black double?
Should White take if doubled?
Problem 152: Should Black double?
Should White take if doubled?
Problem 153:
Should White tal
501 ESSENTIAL BACKGAMMON PROBLEMS
Problem 154: Should Black double?
Should White take if doubled?
Problem 155: Should Black double?
Should White take if doubled?
Should White take if doubled:Cardoza Publishing ¢ Bill Robertie
2a 29.2221 2019 18,17, 16 15,1498
ies MWA
VV
Problem 158: Should Black double?
‘Should White take if doubled?
Problem 159: Should Black do
Should White take if double
{
ie | ie
Problem 160: Should Black double?
Should White take if doubled?
Problem 161: Should Black double?
Should White take if doubled?
4 7
Black double?
Should White take if doubled?
501 ESSENTIAL BACKGAMMON PROBLEMS:Cardoza Publishing « Bill Robertie 501 ESSENTIAL BACKGAMMON PROBLEMS.
SOLUTIONS Black could run out a rear checker with something like 23/14
H1/15, but these plays also have to be rejected. Black trails in
Problem 85: Black to play 51. ‘race by 19 pips after the roll, so trying to break contact and
a running game isn’t the right idea.
In the middle game, players fight for command of key points,
ick should just play 24/20 13/8! By moving to the 20-point
Once you've started to build a prime, the point at the front of
prime becomes a key point, which both players very much wa) topping there, Black covers the area from the 14-point to the
make, Here the key point is Black's point. If Black can mal . If the White checker on 7 can't move to safety on his
before White, White will be squeezed into a cramped defensive joint, Black should be able to get a direct shot next turn, Even
position. Black should hit with 8/3*, trying to make the p 't hit a shot, he may be able to anchor on the 20-point with
first, ‘The best ace is then 28/22, attacking the White blot on le holding game.
16-point.
89: Black to play 52.
Problem 86: Black to play 41. your move for an advanced anchor before your opponent's
Bar/24 18/9" is the safest hit, and might look automatic — ts overwhelmingly strong.
be careful! There are some downsides to this play. The back check has to enter with Bar/23, then has a choice of some un-
cers are stuck back on the 24-point, the midpoint is stripped, ing fives. Hitting with 6/1* (the play chosen in the game)
White is ready to anchor on the 21-point if he can’t hit back. Dig loss in the race for very little potential gain. But 18/8
‘A positionally superior play is Bar/21 5/4*. The back che¢ ye midpoint, and 8/3 moves a checker essentially out of
cers get moving, the midpoint keeps a spare, and White is in ve
thot water ihe can'thit back right away. Look at all features 0 right play by far is 23/181, fighting for a good anchor be-
position before deciding on your move. le has time to consolidate. Unlike the other plays, the
here is very big, justifying the apparent risk.
Problem 87: Black to play 43.
‘Two basic rules govern hitting on the acc-point. 90: Black to play 63.
Rule 1: In general, be reluctant to hit on the ace-point, esp just make points blindly: Anticipate the flow of the game.
cially if you have no board, or the position is complicated. ition, Black could make the 10-point with 16/10 13/10,
Rule 2: If you have hit on the ace-point, be eager to cove er play is 16/10 23/20. Black has three checkers back,
blot, rather than leaving it around to be hit later. A strong jte makes the 20-point, those checkers could get trapped.
board is worth having. fe id step up and try to make the 20-point himselt, while at
Here 14/10 13/10 looks like a good positional play, time preventing White from moving builders to the 16,
right move is 8/4%/1, per rule 2, d-points.
Problem 88: Black to play 54. 1: Black to play 42.
54 is a poor shot for Black in Problem 88. He was ho} re better than outer points.
the blot on the 7-point, but missed. ig a bit nervous because he wasn't able to escape
One possible play is making the 1-point with 6/15/ cker, He decided to make the 9-point instead of the 4-
should be rejected. Black needs to build a prime mn case c have an outfield blot to worry about in case
ally hits a checker, so he needs to save his builders
4-point and 7-point.
W1Plausible but flawed thinking. One of the best defenses a
an carly blitz attack sa strong inner board. Asa bonus, the 4p
Mill play a powerful role for the whole rest of the game:
[nows when you'll be able to make it again? Grab the 4-point,
Tet the blot on the 11-point fend for itself
Problem 92: Black to play 22.
Strong inner points usually rump outside blocking points
Here Black played 13/92), relying on the power of the ou
prime to contain White's checkers. Unfortunately White ¢
Fave to move his rear checkers for quite a while, since he «
with all the spares on his midpoint. As a result, Black's g
find himself in hot water whenever he can’t move his back ¢!
quickly. The right play is just 8/4 6/4 24/22, putting iss
where they belong.
Problem 93: Black to play 22.
Taner points beat outer points! — usually. It’s a good rule,
this position is typical. Black should play Bar/28 8/4 0/')
bing the strong 4point, instead of Bar/23 11/9(3), grab!
outer board point. Inner points provide landing spots 3
Keep your opponent on the bas, while outer points provide bl
ading power. In most cases, the inner points amore impe
Problem 94: Black to play 22.
‘When your opponent has escaped, concentrate on but
‘poard, rather than outside blocking points.
Tn the game, Black played 28/21 followed by 9/7(2)
Moving to the 21-point is a good idea, preparing for
But with the rest of the roll Black should play 8/4 6/4, In
another inner point quickly. The idea is to have a st
ready as a reception committee if you ever hit a shot. WY
opposition, you should build that board as direct
Problem 95: Black to play 61.
‘When you're attacking, be sure to attack the right
Black will certainly play 23/17 wi
pest ace. He has two ways to attack: 5/44 or 3/2.
4-point looks good,
501 ESSENTIAL BACKGAMMON PROBLEMS.
Bie ts on the polne, White hes 18 rerum his, and
jas only 17 covers. If Black instead hits on the 2-point, White
eae and Black has 24 covers. The hit on the 2-
much safer and much more likely
ete jore likely to later be covered.
96: Black to play 32.
your opponent has started to bl ar
ee ee reins antes
is starting to feel the pressure as White has built a good
Position. 82 isn't an especally good shot, since it docan’t
ww point for Black. In this case, he has to make a move to
“The right deuce is 24/22, preparing to jump next turn
.. Since Black's back men are now split and exposed, he
ly up any loose blots left around, so the awkw Ki
Be eer be , so the awkwardlooking
i: Black to play 42.
Jur opponent has started to prime you in, you
Inicn as soon as possible, Every roll at orcas
| blocking point of your own is a candidate for splitting
lem 97 Black needs to make his move now. The rig te
2 13/9. If Black could have made the 5-point or el 7
ye done so, but since he can't form his own
to escape White's. This play could easily back-
still his best chance.
ii Black to play 62.
ir opponent has an advanced anchor, you can’
ichor, you can't stay
Broint. You cither have to get an anchor yourself
nchor plus a small blockade is usually enough of
ff your back checkers are still in the starting
moving! Here the right play isn’t the safe but
stead 24/16, heading for home. White can’t
re not in too much danger — yet.Cardoza Publishing * Bill Robertie
Problem 99: Black to play 52.
If your opponent has an awkward structure, don't be in a hurry
to split your back men; it could give him targets for attack.
Here Black could play 14/9 24/22, but splitting would
mistake. White’s position is awkward, and many rolls force hit
dump blots in his home board. Splitting just gives him an excu
to attack. Instead Black should play 14/9 6/4, keeping his de
sive anchor on the 24-point and building his home board.
Problem 100: Black to play 21.
Don’t be ina burry to split when your opponent has devel
astrong board. If Black plays the natural move 13/11 24/23, Whit
can launch a strong blitzing attack if he can't make new p
The right play isjust 18/10, with minimum riskiin the face of White
good board.
Problem 101: Black to play 65.
When your opponent's board is very strong, you may need
keep an anchor just to avoid being attacked. Here the obvious p
is 24/13, running to safety, but that leaves the remaining ¢
on the 24-point highly vulnerable. Instead Black should conti
to build his own game with 18/8 10/4 and wait for a better c
to pop his back checkers loose.
Problem 102: Black to play 21.
‘The ideal time to split is when your home has a prime @
bined with a weak home board. Since 21 can't be used to mal
new blocking point, Black has to move up to the edge
opponent's prime. ‘The right play is 24/2
Problem 103: Black to play 33.
If you have only one checker back and your opponent has ji
moderately strong blocking position, there's no need to
get your checker to the edge of his formation. Coming u
ecige may just give your opponent the excuse he needs tc
[Link] point.
501 ESSENTIAL BACKGAMMON PROBLEMS
In position 103, Black should k vave his checl
, sl les i ‘ker on the 24-point
le and just play 14/5 8/5, Creeping up with a play like 24721
1 2 forces White to attack on the 21L-point, which White
todo.
104: Black to play 33,
You're behind in the race, don’t be in a hurry to break con-
k actually played 24/21 8/5(2) 13/10, But since he’s trail
13 pips before the roll, a better plan was to stay out of the
Lust play 8/5(2) 11/8 13/10. Black doesn’t want to hang
on the 20 or 21-point. Better to wait until he i
pe il he can leap into
105: Black to play 42.
n you're playing with a straggler, keep out of trouble.
Played 23/21 8/4, thinking he was getting a better chance
» Actually he's walking into a trap. If White makes the 21-
Black starts dancing, White could close his board before
Avoid this trap by
ick on the 234 atively o a
fon the 23:point, relatively out of trouble, and playing
106: Black to play 61.
Provoke a fight when your opponent holds all the cards,
played Bar/24/18, but he was asking for trouble. White
board and lots of builders ready for a fight. The right
it Bar/24 13/7, waiting for a better time to escape
(07: Black to play 41.
Your opponent has a weak home board, look for oppor-
Improve your position at little risk. Black would like to
‘Fpoint, completing a 6-point prime, but it will be hard
take it with a limited supply of builders. The right idea
ing the 4-point while White's home board is not
If Wh ses the ace shot, Black should complete
» Black may hit back on the 24-501 ESSENTIAL BACKGAMMON PROBLEMS
Cardoza Publishing *
lem 112; Black to play 62.
When you're conducting a blitz or a potential blitz, and your
nent can’t anchor, all inner board points are important, even
behind a blot. The right play is 7/1 3/1
Problem 108: Black to play 32.
you're well behind in the race, and your opponent has a
position, you can afford to be very aggressive. If your agaresis
backfires, your opponent's weak structure won't be able to hy
you.
‘Black will of course hit with 13/108, then look for the best tv 113: Black to play 62
‘The right play is 6/41 Black wants to make the 4-point, so he nur opponent ki zl i
Shey 0/8) Ra ee rere
ponition isn't very threatening, and if he misses (which hap ion and hope to make the 3 oe
‘most of the time) Black is delighted. 1¢ 3-point turn by playing 23/15.
Slotting in the face of a checker om the bar is a bit unusual, Dy rai Blackec
7 51.
in this case all Black’s other deuces were clearly worse. pre} play 51.
spared to switch game plans from aoe ttl
tactical situations. H SE ae
109: Black t 1.
Bre ee, has been playing a priming game, and he could continue
‘With a powerful board, don't be afraid to take some ch:
Black actually played 22/20 and 4/3, breaking his board. ERR a dare reenter
right now his board is strong and White's is weak, so this is no 1 lea. Not only is the blitz po 72771, playing a blitzing
tebe cautious. ‘The right play is 13/101, keeping the bo: the ber, Black prevents i eens
; vents him from using his active
taking advantage of some duplication of 1s and 5s: Oe 15, 19,2nd 17 poets oy Gillin te 30 ent t roan
Problem 110: Black to play 42. 115: Black to play 41
"When your board is weaker, play cautiously.
Black chose 7/54 15/11 This looks aggressive, and wi a Work ee 've made low points
ferent circumstances would be the right play. But here Whi the outside point with igang eek
stronger home board than Black, so Black should opt for 1s 10/63/2*. Outside points ee
oe inner points don't
play. The right move was 18/7.
Problem 111: Black to play 33. 116: Black
ent has the bette ir OJ eo Eby oo
your opponent has an anchor, concentrate on building
Be reluctant to blitz if your opponé
o play 3/4#/1%, but se ee,
Black would lke to play the aggressive 18/4°/1°,b points in front of the anchor, not attacking behind the
factors mitigate against it
«White has the stronger board now, so a hit from (he Mack could play 17/11* 6/3* 8/5, hitting two men. But
could be fatal. an anchor aren’
w plack doesn't have a lot of covers for the one point vt is fy ‘cc eaeathe aso Shaheed
White only enters with one man. 2), taking no Peek it. Instead Black should
+ Assimple, safe play puts White under a lot of presst 1g no risk while keeping all checkers in
Notice that after the best play, 13/10(2) 20/172), WI
needs to anchor to avoid a solid double on Black's part —
achieved at no risk.
W7Cardoza Pul
1g * Bill Robertie 501 ESSENTIAL BACKGAMMON PROBLEMS
Problem 117: Black to play 31. correct hit is Bar/20/14*.
‘When it's kill or be killed, go for the throat. Pee cepauanicne ee
Black's in alot of trouble in Position 117. White owns thi ite's unhit blot is much harder to safety
and is itching to flip it over: A passive play like Bar/22 0/5 i lick avoids a huge downswing on White’s two best
good way to finish second in a twoplayer game. Instead, iil 33, Pee
should play Bar/24 6/3*, which at least gives him a fighting chi
to turn the game around. 1122: Black to play 21
dng on the valuable high points in your board
7 your i
Problem 118: Black to play 4. if you have to atack with your very last spare.
__ When your opponent is ready to land on your head, dist ck will enter and hit with his ace, Bar/24#
him by attacking first. Here White is wellplaced to attack With the other half of his roll would normally by
on the 28-point, so Black has to launch a pre-emptive strike, But here he has to hit with his lat builder, which wecht
right play is 8/3*, which prevents White from making any i 2 Evade
rg ply pi i th astripped and weak 6point. Accordingly, the simple
lay, 13/11, moves up in value and now becomes a well-
choice.
Hitting on
Problem 119: Black to play 41.
In a bad position, use tempo hits to maneuver to a Black to play 51.
game. ; ill certainly enter with the five, o #
Black is doing poorly, and a passive play like 11/6 will different aces, Playing 320% ieburalteeas
things worse. White will make the 20-point or bring down All White's blots seattered around, a more aggressive
builders, and Black will have a hard time activating the for, Playing 6/5 fights for the best point, bux strips
24point before it's too late: ie builder and leaves a weak formation behind, The
‘The right idea is 24/20 8/28 The hit provides a te 7*, which leaves a good distribution of builders and
to the 20-point in relative safety. The play might back! Well as no direct return shots. naga
gives Black a fighting chance.
Problem 120: Black to play 52. nlook the double-hit play
‘When your opponent is on the bar, try to improve yout SIRT icy can pad eementins tree? eto
tion to the maximum extent possible. i Peeeeea to
Black will certainly hit with 14/9, In the game, Blick relative
‘ ively poor shot, but Black can still apply maxi-
played his deuce from 24 to 2, grabbing the 22poi th 18/79/21 Although many players wouldn't
point has some value, but Whit is sitting on the bar move because it leaves two blots in the home board,
can’t do much. This is the time to go for the best anc hhat gives Black the best chance of winning the
Black should have played 22/20! with his deuce. inning the
Problem 121: Black to play 65.
65 is a super shot in position 121. BI
which hit is right?
W Black to play 31,
powerful play that it can even outweigh
is,Cardoza Publishing * Bill Robertie
Here Black wil play 21/20* with his ace, then look around
the best three. A conservative player might opt for 28/20, ns
down the key 20-point anchor. But an even better move 's
doublehhit with 13/10, which gains ground in the race and I
Black very likely to grab the 20-point next turn.
Problem 126: Black to play 21.
‘Once you've escaped your back checkers, fighting for Key po!
goes way down in priority.
‘Here Black has his back checkers home and he’s gota cor
able [Link] lead in the race (129-148). ‘The game is pretty
von unless he gets hit, so his game plan changes from but
prime to maneuvering home safely. ‘The right play is the
{quiet 9/7 8/7, leaving nothing to be hit. Even 9/8 18/11 re
sents too much risk under the circumstances.
Problem 127: Black to play 64.
Escaping your back checkers isa worthy goal. Don't lose
of it.
Tere Black could get distracted by plays like 13/7 11/7 of
6/2, both of which are constructive, But simply 16/6 is the tf
play, safetying and escaping all blots. Black's distribution i
enough s0 that he should be able to continue to make points i
future.
Problem 128: Black to play 61.
‘Use a little caution when leading in the race.
If Black were trailing or even in the race, the obvious
would be 13/7 6/5%, hitting to gain some ground, But with
pip lead after the roll, some prudence is in order Black sh
protect his racing advantage with the better play, 13/7 8/7.
Problem 129: Black to play 53.
When in doubt, play to win.
Black can hit two checkers here with 18/15*/10*, |
risky play, leaving five blots strung around the be
two in his home board. Alternatively, he can play sale wi
19/8, waiting for a better chance later.
501 ESSENTIAL BACKGAMMON PROBLEMS
‘The roblem with the safe play is that later may never come.
feft alone, might just make his 10-point and move his r
a the outfield, Inthat case, Black still wouldn't be ready
es ould probably never get another chance, Black has ©
gee cow, while a 's still possibility for contact in the
esate sata the race by 44 pips before the roll.)
n 130: Black to play 54,
{get stuck in an ace-point or deuce-point game without a
et Phy a is 23/14*, but on a quick glance it looks
;, White will have 5s, 4s, and 2:
ips st il ave s to hit somewhere, and
problem here is that Black will have a by
ad game i
eo he plays 13/4 or 13/8 13/9, he ta to lerve 4
P om seat Ms gums very wlnerable, The merit
a chance to be
plays don’t. That makes it worth ay. Soeur
131: Black to play 41,
es a direct shot is the safest play of all.
you're trying to balance risk and reward, sometimes it
aly count shots, rather than estimate shots. Black
ere. His thinking was that he wanted to make the 5-
and he thought he could do it by leaving indirect shot
Jes key 2 be hit than a direct shot. a
\t? Had he actually counted shots, he would ha
5 sepresents 11 shots and one aa eee)
is but two blots! In addition, Black is alot more likely
S point after slotting it than aft
Beicihrskandremed, eae
2s Black to play 55.
‘you make what you think is an obvious play ~ stop and
Black. He catches up and takes a smallCardoza Publishing ¢ Bill Robertie
But the presence of the White blot on Black's 9-point ch
the position a bit. The position isn't only abovt disengaging
entering a slightly favorable race — Black would also like to t
big advantage by hitting White's last blot,
‘Xfter 20/ 10(2), only a few rolls leave White's blotin jeop ly
11, 22, 44, and 41, a total of 5 numbers Butafter 20/15(2) 8/ i
White has problems after 22, 44, 66, 64, 42,51, and #1— i
Tr numbers. Since a bit is such a big swing, Black should stop @
the 15-point.
Problem 133: Black to play 44.
When you throw a double, make sure you see all the pil
‘There's nothing worse than throwing away the game because
threw a great shot and didn’t see it
Did you see the right play here? It’s 20/8 12/8. Overpowid
= if you see it
Problem 134: Black to play 63.
“Safety matters.” All other things being equal, you shoul
ways factor in safety when deciding on a play. Of cows’ Black
escape White's board by playing 21/15 with his six With the
he con choose to keep the same checker moving, 15/12, pl
3B "To see which is best, take a look at the number of shots
has after either play.
‘After 21/ 15/12, White can hitwith 68 or 54. That
“After 21/18 8/5, White cam only hit with 66 or 44. T™
ieee, No other factor enters into this decision, so Black
play 21/15 8/5, which is twice as safe as the other play
Problem 135: Black to play 52.
Ifyou have a choice of two good things 10 do, do the hand
first.
‘Black would like to cover his 2;point, but he'd also
White's exposed blot on the 15-point. It's easy to cove
{most numbers do thai), but very hard to hit (only f
hit), so the best move is 22/15"
501 ESSENTIAL BACKGAMMON PROBLEMS
136: Black to play 21.
tne to worry about your opponents mira rows when
© game wel under contol, a theres very ite seo
will of course hit with the ace, 18/12*, then look around
st deuce. He has plenty of choices, and from an offensi
view they don't matter much: 24/22, 98/21, or 19/11 all
excellent chances after a normal sequence. :
jppose White throws one of his best two shots from the
er 11 or 397 In that case, one deuce stands out above all
is — 20/18, preventing White from making the 20-0
cad. ‘Thacs the righ play, but only because Black's
trong that he can afford to worry about the long shot,
Bit, sorsc players might be scared to hit here, for fear of
te get a back game. Don't fall into this tra Back
losing propositions, hard to time under the best of ci
| Let your opponents pla
y the back ga y
re the gammons and fe feesdianant deel eae
V7: Black to play 41.
a of stripped points; stay away from heavy points
Be prety ca Black plays 24/28, securing an
“a lack has a few choices: 7/3* hit-
thing terrible about either hitti
a ting on the S-point
/-point, the checker is vulnerable to being hit by 5s
i But those hits involve a big concession on
le has to give up the midpoint to hit. If Black stays
, pie gets to hit with spares, keeping all key points
le checkers in front of stripped points carries much
Black to play 4:
ayed 18/11, leaving the checker on
A better plan was just 9/5 8/5,
ining on the 18-point to
e hits, he won't make anCardoza Publishing +
ill Robertie
Problem 139: Black to play 53.
Making a new blocking point usually trumps escaping.
Black can make his 8-point (8/3 6/3) or escape a back chi
(24/16). Making the $-point is better. Not only is the 3po
good blocking point, but it’s a permanent asset. Three turns
now, it will still be doing its job of constraining White's pl
value of 24/16, however, disappears completely if White hits wi
an ace or a deuce. You should prefer permanent assets to pol
tially transitory ones,
Problem 140: Should Black double?
Should White take if doubled?
‘This is a strong double for Black and a clear pass for W
you didn’t want to double this position, your doubling s
you reach positions that arc completely gin (virtually ce
ners), rather than doubling when you're 70% to 75% to
is the optimal doubling area. If you took this, on the ot
your taking strategy is much to optimistic: You need to tighte)
a bit.
Black leads in every phase of the game. He's ahead
count by 36 pips, 118-154. ‘That means White hardly €
race from this position — if he wins the game, he’s going
hit a shot. Black has escaped all his back checkers, while
has two men trapped. Most importantly, White hasn't mai
fensive anchor, so there's still a possibility that his back
could get blitzed and closed out, a variation which mostly |
a gammon for Black. White should concede a point
risking 4 points on a very long shot.
Problem 141: Should Black double?
Should White take if doubled?
Black's off to a good start, but he doesn’t ha
His board is stronger, and he’s three pips ahead in
148), but he's very short on decisive threats. Whi
escape his back checkers, White may be able to b
ofhis own. Black shouldn't double, and W!
doubled.
501 ESSENTIAL BACKGAMMON PROBLEMS
mm 142: Should Black double?
ld White take i
way of pow-
le. IfBlack’s
hite’s home board, he'd
i good double with many threats. As is, his only threat is to
tnd hitthe blot on the 7-point. That's not en
int. Th: ough le,
le has an easy take. mehiora dou,
143: Should Black double?
White take if doubled?
hias a lead in the race (125-141), he’s shooting at a blot,
6a strong defensive anchor. Docs that translate into 2
Wer is a resounding “No!” Black doesn’t have a prime,
n't yet have any new points in his home board. It’s
can get off the 18:point anytime soon without at least
ofhits. Black has a slight edge, but he doesn't have
m the position. That's not a good recipe for an ear)
io double, and very easy take, i
i Should Black double?
fe take if doubled?
the race isn't enough to double unless you have some
ee less you have some
off to a good start with a racing lead of 32 pips (164-
Players might get excited and offer a quick double.
this trap! Black’s a favorite, but he hasn’t made a
int, and until he does, White has a trivially casy take
ie alone for now. :
take if doubled?
some threats in position 145, and many players would
e. But what happens if Black doesn’t hit the
? White will reenter pretty easily, safety the
. Black's trailing in the raceCardoza Publishing « Bill Robertie
checker, and White renters with perhaps only one man.
might be a good double. Asis, it's no double and easy take.
Problem 146: Should Black double?
Should White take if doubled?
‘A good double and a sound take.
The double is pretty obvious. Black is ahead in the raci
got a 3:point board, and White is still on the bar. The take
be less clear, but it illustrates the power ofa defensive ancho
matter what happens, White will always have a 2-point game, wl
is close toa take all by itself. Throw in White’s other possil
he’s not that far down in the race, and his checkers are all
with plenty of spares, and the take is quite reasonable.
Problem 147: Should Black double?
Should White take if doubled?
Black's off to a good start. He's made two strong inner
and he's slightly ahead in the race (136-139), Should he d
Not yet. He's got an advantage, but it’s not threatening to
come overwhelming. His real goal this turn is to consolid
is not a reason for doubling. White has a good distrib
can make inner points with small numbers, and run with 6s,
got nothing much to fear right now. No double, and easy
Problem 148; Should Black double?
Should White take if doubled?
Position 148 shows a good early-game double. Blacl
ahead in several key areas: he has a smalll lead in the race
143), his home board is slightly stronger than White's (thre
and he has a defensive anchor, while White doesn't
are all small, permanent advantages. He also has the c
gaining a lot of ground on the next roll, if he can hit W!
He's got a lot of hitting rolls: all 4s and 1s, plus 66
addition, 55 is a strong roll, making the I-point. With
sequence (Black hits and White stays out) Black's gar
strong that White won't take a double, So Black sh
now, and White can still take.
501 ESSENTIAL BACKGAMMON PROBLEMS.
149: Should Black double?
White take if doubled?
has a nice edge. He’s got a stro it
mnger board than White,
advanced anchor. He also has some immediate threats to
his game: sixes hit, 41, 31, and 43 make the 5-point, 21
a ar point, and 51 hits. That's enough to give Black a
le.
White take? Yes. He's anchored and has no checkers on
, Black's 5-point and 7-point aren't made yet, and may not
ime soon. White has his 5-point, and just ch wiggl
venture a take, Caner ents
150: Should Black double?
White take if doubled?
te’s chance of turning this game around quickly hinges on
failing to cover the 3-point, followed by a White hit. What
@hances of that? Black covers with 27 numbers: all 5s and
id 11, plus 64, 66, and 44. That leaves 9 misses (25%).
hits with 13 numbers from the bar (all 3s plus 21) —
178 chances. The chance of these two events occurring
the other is 1/4 * 1/3, or about 1/12. Not very good
1 to 1 against. Black should double and White should
like to take these positions, you'd better bea very lucky
151: Should Black double?
, constitutes a good
“Since Black only has a 4-point prime, and White is still
le race, White can just squeeze out a take
Should Black double?
tc take if doubled?
has nice double. He's ahead in every phase of the game.
imchor, White doesn't. He’s ahead in the race, 142-155,Cardoza Publishing * Bill Robertie
are enormous, but the total gives him a nice double. Since it's s
early in the game and White has plenty of chances to wiggle lo
he has a take.
Problem 153: Should Black double?
Should White take if doubled?
Ifyou're doubling positions like this,
alot of cubes coming back to you at the four
me:
‘Black has a very slight advantage — he has a 4-point prime
stead of a $-point prime. Other than that, things aren't going |
Well, White is ahead in the race, all White’s checkers are 2¢
ready to make points, and Black's own numbers are dupli
his twos play well in different ways.) Optimism is good
auch optimism can lead to sudden bouts of pessimism. No di
and almost a beaver!
Problem 154: Should Black double?
Should White take if doubled?
‘Black has escaped both back men, White still has one
pack. Positions like this are very common, and need tob
accurately.
Here’s a couple of basic rules:
(A) Ifthe race is close, the straggler can usually take
other side has a pretty good prime.
(2) If the straggler is well bebind in the race (more (li
pips), he should pass a cube unless the leader's structure 18
awkward.
“This one is an easy call. White trails by 16 pips, and Bl
good structure to boot. If White tries to run his che
just headed for a losing race. If he stays back, Black
uilders and attack. Black should double, and White
Problem 155: Should Black double?
Should White take if doubled?
Black has a nice position, and a couple of his m
very strong (54 and 64), But two strong rolls dos
strong double. White’s checkers are wellplace
White's position now
bu
501 ESSENTIAL BACKGAMMON PROBLEMS
lem 156: Should Black double?
ld White take if doubled?
big lead in the
Bees 1¢ race can compensate for a lot of positional
are Black has a better prime, an advanced anchor, and a double
a second checker. Pretty impressive, right? Not so fast.
fas one advantage, and it’s a big one — he leads in the race
ips. If Black doesn’t hit this shot, he’s trailing in the race
ite’s game will start to come together. Even if he does hit
, the race will jus re
Bic race wil jus be even, Don’t jump the gun here — no
157: Should Black double?
ite take if doubled?
has a good collection of advantages whi
I has wes which add up to
he's ahead in the race, White's on the bar, and abou halt
numbers make a good new point orhit a blot. White can
: take, ia a Blac slightly awkward distribution,
ard, and his 1-point anchor, which wi
es which will give him
8: Should Black double?
te take if doubled?
fa god double, He ha two checkers cought behinds
is cm checkers onthe 30,poin should get sway with
trouble. If he gets really lucky and rolls an 8, he can
checker back. .
squeeze out a take. As long as he holds the $-poi
uccze ou , int,
SPE with a ate shot, or even pull out horace.
uns off the 20-point, probably next turn, White might
«close out the last checker. Individually, these
mount to a take, but together, White can gar
an the 25% wins he needs for a bare take.
Should Black double?
take if d
.ere’s a strong chance you will be
executes his threats. Here Black
Wh a checker the barCardoza Publishing * Bill Robertie
and three other exposed blots. Black can hitwith 6s, 28,58,
ant 3 or 11, That's alot of shots. White isin big danger of hi
hrce or four checkers on the bar shortly, with a huge thre
Josing a gammon. Black should double, and ‘White should «l
Problem 160: Should Black double?
Should White take if doubled?
"Black has a good shot of pinning White in an ace
and he has an advanced anchor himself. ‘Those wo facto
enough to give him a good double, White has ©
himself to cause Black some trouble, and his board is as st
Blsek's, Those two factors give White a reasonable take. PM eee
Problem 161: Should Black double?
Should White take if doubled? early game, the most important point to make
‘ilack should double and White should take, Black BN jen chae, Thin cxaois aca. auepetante roany
eigen abewer inner board, a lead in the sace (11415) ho lke the barpoint because it block enemy si ae
ce erother loose checker. The combination of solid por BBbiake; the Spoint is better. Is not en
ages coupled with some immediate crushing shots Biv Bo an innerboard point. Kore ialtoees |
good double ls importance, there are times when it’
‘White, however, has an anchor and isn’t out of the game BO ee cccsiiertcns Twa joe aime eecaplee
Black misses his shot, White will have indirect shots in the oul i to get a feel for when to grab the 5-poi os
plus some chances to harass Black's remaining checker, A polntand when
take on his part.
Problem 162: Should Black double?
Should White take if doubled?
‘Black has a nice S-prime, and depending on where
con the 1é-point ends up, he'll have several activ builders
‘hite’s only game plan is to attack ont
point, then use the time while Black enters (© slither
point with his back men. ‘This might work of
pevceeds as planned, White will remain a solid unde
and pass.PROBLEMS
132
Problem 165: Black to play 31.
Problem 166: BI
Problem 167: Bla
Problem 168: Black to play 53.
ck to play 11.
1817 16 16 14.13
133j
1
j
134
Problem 169: Black to play 55.
pr IT
AAA
Problem 170: Black to play 3!
24 29.2221 2019 1817 16 181419
pare Fa
wea he
Tree Se 7 8 9 1011
Problem 171: Black to play 62.
Problem 172: Black to play 33.
135SOLUTIONS
Problem 163: Black to play 53.
The key point in the early stages
point, It helps make a strong board, bloc
prevents him from moving up to an advanced anchor
ing a few risks to make the 5-point quickly. Black
play 8/5 10/5, giving himself a strong home board,
two blots in the outfield. It would be a mistake to play «
6/3 (safe but too passive) or 21/13 (allowing White to
checker left behind).
Problem 164: Black to play 61.
If you have a choice between making the
some other point, make the 5-point.
Here Black can make either his 5-point or his bar}
bar-point is only a blocking point. The 5-point is both
point and an inner-board point. It's more valuable by fai
the 5-point.
Problem 165: Black to play 31.
Another example of the same theme. Make the 5-poi
of the bar-point.
Problem 166: Black to play 21.
‘Two blots in your opponent's inner board should b
flag — play aggressively! Even if you get hit, you'll get on
return shots.
‘With White blots on the 20-point and 21-point, Black c:
the play he wants to make — 7/5 6/5, smoothing out his si
ing the key 5-p
if he even wants to
Problem 167; Black to play 11.
Black could play 6/3, then ook around for the best last a
this is to waste covering an unimpor
on an unimportant point. Black should instead grab two geal
points: 6/5(2) 21/20(2)! With both 5-points secured, Black i
good shape for anything that comes later.
136
168: Black to
c? There's no particular advantage to playing
\ce Black would like to anchor on the 21-point.
five is 13/8, which unstacks the midpoint and adds spare
ipped [Link].
169: Black to play 55.
isa key point, but sometimes you must give it up to
‘est of your game in balance.
will enter with his first two fives: Bar/20(2). Having
enemy 5-point, he now has to find two more good fives.
es, however, aren't that appetizing. Playing 8/3(2) makes
point but leaves a big stack on the point plus two out-
ts. Playing 13/8(2) leaves an ugly combination of stacked
ts. Playing 20/10 breaks the strong 20-point to
right play is
{eps a compact po:
checkers. With plenty of spares on all points, Black will
to make good points next turn.
Black to play 31.
nvival is key, even the 5-point will have to wait.
aker, Black could grab the 5-point, but here the best course
it in the outfield and cut down on exposure.
might have to pass on the 5-point if making
nerable or disjointed.
137leaves a double shot. Since Black is 28 pips ahead in the
he plays, he'd like to keep that advantage if possibl
‘The right play is 22/16 9/7, which cleans things up 1
leaves just one checker to scramble home.
Problem 172; Black to play 33.
What could be easier? Black can play 14/8 8/5%(2), my
the 5-point and putting White on the bar at the same
could this be bad?
Learn to look at all features of the position before yo
your play. Don’t get in the habit of rolling and quickly grab
your checkers. You may think you're impressing your o
playing quickly, but I guarantee you he won't be impressed If
‘ng your money at the same time.
Mostly making the 5-point is a good play, but here’s an ei
tion. The problem is Black's big stack on the midpoint. It's
important to get some of those checkers into play and deve
flexibility than to grab the 5-point right now. The right play,
acalm, deliberate player would spot, is 14/8 13/10(2), wit
balanced distribution.
138
9. The Blitz
‘early blitz is one of the most exciting game plans in back
mn. Your opponent splits his back men and tries to run for
You roll a double (55 is the most common blitzing double)
lack, making a couple of inner points and putting your op-
ion the bar. He stays out! Now a blitz is in full swing:
ss are characterized by quick doubles, big swings of fe
ind plenty of gammons. Here are some of the salient fea-
u'll need to consider when evaluating a blitz:
How many home board points does the attacker have? Dow
ith just a 2point board is unusual. 3-point boards often
tong doubles but clear takes. 4-point boards are the sign of
pass.
low many checkers on the bar? One checker is typical. Two
son the bar usually means a pass.
How many vulnerable blots does the defender have? One is
ible. More than that usually points to a pass.
‘How many builders does the attacker have? More is better.
| Does the defender have points made in his home board? Even
extra home board point enhances the defender's chances enor-
ly.
ju’ll need to develop a feel for these double-edged positions
y the game well. Here are some examples to guide you.PROBLEMS:
140
Problem 173: Should Black double?
Should White take if doubled?
Problem 174: Should Black double?
Should White take if doubled?
Problem 175: Should Black double?
Should White take if doubled?
T2346 6 78 9
Problem 176: Should Black double?
Should White take if doubled?
v2 S466 7 8 9 112
Problem 177: Should Black double?
Should White take if doubled?
T2345 6
Problem 178: Should Black double?
Should White take if doubled?
141Problem 179: Should Black double?
Should White take if doubled?
Problem 180: Should Black double?
Should White take if doubled?
| a2 2.2.
i Problem 181: Should Black double?
| Should White take if doubled?
_
Problem 182: Should Black double?
Should White take if doubled?
Problem 183: Should Black double?
Should White take if doubled?
Problem 184: Black to play
143Srl
“1g Avid 07 pei 061 WOIqGoId
(uid on Rig sggt WalqorgnM
Problem 191: Black to play 62.
FN
Wine
234
Problem 192: Bla
29 4-0 67 8 9 1011 2
Problem 193: Black to play 54.
Problem 196: Black to eau 32.
147148
Problem 198: Black to play 31.
ba 29 222120 19 1817 16 16 14 13
Me WMI
Problem 199: Black to play 21.
Problem 200: Bl
lack to play 64.
18.17 1648 1493
Problem 201: Black to play 62.
Problem 202: BI
18.17 16.15 1433
zz
lack to play 52.
149150
T2325 6 7 8 9 TOT TS
Problem 203: Black to play 43.
Problem 204: Black to play 33.
ON
AS ARAAME
Problem 205: Black to play 53.
WY
ak
Problem 206: Black to play 43.
151SOLUTIONS
Problem 173: Should Black double?
Should White take if doubled?
Here's the position after an opening 65, follow.
fan. Without a second blot to shoot at, Black doe:
and White has an easy take.
If White had an outfield blot (say on the 1 point, if he
with a 64), then Black would have a clear double, and W!
take.
Problem 174: Should Black double?
Should White take if doubled?
In this early blitz, White's exposed checker on the b:
ened by a double shot (24 numbers). That's too much da
White. Black should double, and White should pass.
Problem 175: Should Black double?
Should White take if doubled?
Black has a 3-point board and White is on the bar. T!
normally the conditions for a and take in the
but here Black’s position is better in a couple of ways: he’s
one of his back checkers to the 14-point, and he has four
already in place to continue the attack (a spare on the 6, two
8, and one on the 10-point). That's a lot more ammuni
place than in a usual opening blitz. Double and pass.
Problem 176: Should Black double?
Should White take if doubled?
This
board. That's a big improvement, and the ver
and pass,
Problem 177: Should Black double?
Should White take if doubled?
Black has only a two-point board in
fooled. There's more to evaluating a blitz than just a cout
inner board points. Notice also how much ammunition Black
immediately available to make new points
152
so crushing, but that White’s game
bar, three other blots floating
d, and no anchor, plus two checkers out of play on his own T-
White may wake up in a turn or two to find himself with
hheckers back in some gruesome holding game. Better to let
179: Should Black double?
White take if doubled?
o checkers on the bar against a four-point board is a tremen-
strong blitz. The fact that White has made his barpoint
count for much. Black doubles, and White has a huge pass.
n 180; Should Black doub!
White take if doubled?
again, two checkers on the bar against a 4-point board
double and pass. Black will bring two builders down next
{giving him four builders operating against the two open points.
hhas a little compensation in terms of a modest blockade, but
will have plenty of time to escape. Clear pass.
181: Should Black double?
d White take if doubled?
has a three-point board with another point already started.
ie has two checkers on the bar and another blot in a vulner-
position. Two checkers on the bar in a blitz generally means
and pass, and this position is no exception. Many players
White's apparently strong home
ized by Black’s advanced anchor.
nd he must pass.
153Problem 182: Should Black double?
Should White take if doubled?
‘Two men up on the bar against a $-point board is a gos
even if other conditions are unfavorable.
Here Black has a third man back, and no direct cover numbety.
for the 3point, but he has a good double nonetheless. White!
take is correct.
Problem 183: Should Black double?
Should White take if doubled?
Here's a case where two men on the bar isn't so ba
Black got carried away and redoubled, but he shouldn't have, I
though White has two men up, those men will be reenter
soon, Meanwhile Black doesn’t have enough men in po
finish White off. He'll be lucky to make another point before
is in and moving. No double, almost a beaver.
Problem 184: Black to play 32.
‘White has been caught with a checker on the bar, and Black
ready to launch a powerful blitz attack. If successful, he'll win
gammon and four points. The first step is to keep Whit
anchoring, so Black hits with 6/3*. The final step is to fig
the best two.
Moving up with the back checker, 24/22, is craven. If the a
tack works, that checker will be able to escape at any time. Shiftin
from 9/7 doesn't really do much. The shift move leaves Black wil
three builders aimed at the 5-point and three aimed at the 3-p\
which is exactly what Black had before.
‘The only play which brings new ammunition to bear is 13/1
After that move, Black has four builders aimed at the 5-point
three aimed at the 3-point, a slight improvement. When youl
opponent's on the bat, pile on the pressure.
Problem 185: Black to play 41.
Once a blitz starts to materialize, go for it. It's liable to be a
stronger game plan than any positional alternative.
Here Black should just play 6/5*/1, putting two men on t
bar against a 2-point board. With a good distribution of builde
Black is already a solid favorite,
154
m 186: Black to play 66.
ly 55 asa
but under the right circumstance (especially if the
66 may be a blitzing roll as well.
‘Here Black can prime with 13/7(4), but it leaves White in com-
control of the outfield, Much better is 13/1%(2), which leads
powerful double if White fans.
lem 187; Black to play 31.
he three is clear: Black should put a second man up with 13/
‘The ace isn’t so obvious, Slotting is the wrong idea when two
ir opponent’s men are on the bar, so 6/5 is out. Playing 8/7
nothing. Both 10/9 and 9/8 actually reduce Black's chances
ng an inner point next turn, So we're reduced to looking at
10 or 24/23. Is there any difference between the two pl:
tually, yes. 24/23 doesn’t do anything, but 21/20 creates a
point-making number (55, making Black’s 5-point). 21/20 is
other half of this subtle play.
Jem 188; Black to play 43.
conducting a successful blitz, the really tough plays are those
give a choice between making another inner board point
hitting a second (or third) checker. Position 188 is a typical
ple.
lack can make an inner point in a variety of ways: he can
the ace-point with 8/1, build the $-point with 7/3 6/3, or go
ith 8/4 7/4. His final choice is the hit with 18/
ing play is 8/1, which has the added virtue
it cleans up a blot. (If Black gets hit from the bar, his blitz
bog down quickly.) Making the 3-point is a little better than
ng the 4-point, since it starts to develop the big stack on the 6-
‘The trouble with all these plays, however, is that White is a
favorite to simply enter from the bar and move the checker on
LL-point, after which Black's attack may lose steam.
‘The best play is to hit a second checker with 18/11*. This
\g8 another builder to bear on the 5-point, while gaining 18
ne pips in the race. Now more than half of White's numbers
Wve him with at least one checker on the bar, and Black's attack
il raging.
155Problem 189; Black to play 11,
Making points quickly is the key to a successful blitz, Gi
choice between hitting two men, or hitting just one man but
ing another point, make the point
The right play is 8/5* 6/5, not the double hit of 3/2*(2)
23/22, The double hit could backfire in any number of ways: Whit
could throw a five from the bar, or White could fail to cover fa
awhile, etc. Once you make the extra point, you'll have that ase
for the rest of the game, and it will exert its power every sing)
move.
Problem 190: Black to play 51.
Blitzes frequently involve a choice between closing another poll
in the home board, or hitting a second checker. Often closing tly
point is more important.
Here Black should play 6/1 21/20, making a 3-point board
preparing to attack with renewed vigor if White fails to a
‘That's much better than 6/5* 21/16, which gives White plenty
opportunities to reenter and hit before Black consolidates.
Problem 191: Black to play 62.
Once your back checkers have escaped, you don’t need to ovel
play a blitz. Minimize risk while keeping blitzing potential.
Black actually played 15/9 13/11, on the theory that he
to go all out for attack. White reentered and hit a fly shot, tur
the game around.
Black’s bold play wasn’t necessary. Black can play safely
the race is now secure, and switch back to a blitz later if the di
allow it. The right play is just 14/8 15/13.
Problem 192: Black to play 52.
When a blitz starts to lose steam, revert to positional n
before overextending yourself.
Here Black could play Bar/23 8/3*, trying to keep the
going, but he doesn't have any covers for the $-point, and his
tion is getting disjointed. If White enters quickly, with or with
hit, he'll be in real troubl.
The right idea is Bar/20 13/11, rebuilding his game and st
ing the 20-point while White is on the bar.
156
lem 193: Black to play 54.
‘When the blitz starts to run out of gas, pull back and look to
lish a viable holding game, Falling farther behind in the race
inter-productive at this point.
lack can continue blitzing with 7/2* 18/14, but he’s running
‘of ammo and this play could completely backfire. A better
is to realize that Black's going to have to win this much later
a holding position, keep the valuable 7-point and 18-point,
ide time. ‘The right idea is just 23/14, awaiting developments.
jem 194: Black to play 62.
Ince your opponent has survived the blitz and anchored, there's
ttle value in continuing the attack on deep points. You should
to normal positional play, concentrating on getting your
's around the board.
[ere Black played 8/2* 8/6, an all-out blitzing play which would
th the risk if White didn't have an anchor. But with White
ly anchored, the upside of this play is much less, while the
de is still large. Black should just play 22/14, consolidating.
195: Black to play 21.
a full-fledged blitz, the order of points in your inner board
tmatter much. When you're committed to blitzing, all points
luable as long as you keep your opponent in the air.
jere many players would play 8/5*, putting the third White
1 in the air but leaving two blots in their board. The right
is 6/5*/3!, achieving the same goal with just one inner-board
lem 196: Black to play 32.
lack wanted to cover the 4-point, but he didn’t, Now he wants
ce the play that gives himself the best chance to make a fifth
point next turn, What might that play be?
he obvious choice is 13/8, bringing downa second cover num-
while keeping the 10-point. Let's see how many cover numbers
play yields. All 4s and 6s, of course, which is 20. In addition,
ind 31 work, making 24, and then three small doubles ~ 11, 22,
‘The total looks like 27.
157to do that: 62, 52, 65, and even 66 (remember the check
20-point!) That adds 7 more numbers, bringing the
pointmakers! Playing 10/7 10/8 wins handily, by brin,
to bear on both open inner points.
+ Black to play 42.
, picking up loose checkers outweighs bri
builders into play. The extra checkers delay the time wl
‘opponent gets in from the bar, minimize the effect of a
double, and pick up some extra backgammons on the
Here Black should play 18/14* 13/11.
Problem 198; Black to play 31.
Black will play Bar/24 with the ace, of course, then look for
best three. There are two choices: 9/6 and 24/21.
In the later stages of a blitz, it's important not to go
overplaying the attack. Here’s a good example. The move
getting fours to hit on the 2-point, is a good play if White
enter and if Black then rolls a 4 (other than 42, 43, or 46, wl
would have hit anyway). If White does enter, the checker is
play, and Black’s rear checkers have to scramble to make
chor.
‘A much better move is 24/21 with the three. It may see
counterintuitive to make a defensive play in the middle of
tack, but in backgammon you're always striving to balance yo
game between competing priorities. 24/21 does a lot for Black
defense if the attack fails, while 9/6 abandons defense for
marginal attacking improvement.
Problem 199: Black to play 21.
Another problem on the same theme. The best all-out
ing play is 9/7 21/20, bringing 5s and 6s to bear on the 2
But if White enters, Black’s checkers on the 7-point and 8-poi
weak and vulnerable.
keeps pretty good
(¢ locked
‘The S-prime
and the board,
m 200: Black to play 64.
n't carry the ide: ance in a blitz to an extreme. The
ly cautions play was right in the previous examples because
couldn't hit. Ifhitting is possible, it’s so strong that it trumps
sive ideas. Here Black has to reject Bar/21 14/8, building
» and just put two men up with Bar/21 8/2*.
201: Black to play 62.
ie the weakest parts of your position first.
complete control with a very likely closeout brewing.
a strengthen his attack even more with 14/6 or 14/8 13/
danger to his position is that he might throw an awkward
<¢ 66 or 55 which would force him to bury checkers while
his back man stranded. The right play is to ensure that the
lecker gets out with 24/16.
202: Black to play 5:
the tail end of a successful blitz, you need to balance attack-
cd escaping.
ick has three plays in position 202: all escape with 28/16, all
with 13/8 13/11, and some of each, with 13/8 23/21. The
play balances the two goals. Playing the five from 13 to 8
a direct shot at the 4-point; that's very good for the attack.
the deuce from 13 to 11 only gives a couple of extra indi-
numbers to attack the 4-point; that's not a powerful attacking
On the other side, playing 23/21 is great for escaping. Now
15, and 65 are great shots rather than mini-disasters. The bal-
play of 13/8 and 23/21 is top choice.
lem 203: Black to play 43.
Hit and stay or pick and pass? The answer depends on the
159Black has a choice b icking an
or hitting and staying with 8/4* 11/8. ‘The righ
the position of the back men, If the two checkei
were home or almost home (say on the 5-point
pick and pass would be a strong, al
checkers way back and needing many rolls to get arou
Black needs to shut down counterplay quickly. He shou
stay, and aim to snuff out resistance by closing his board.
Problem 204: Black to play 33.
When you're almost home, extra risks only muck up the Wo)
Look for safety from accidents.
Black could play 14/5 18/15, trying to make a closed bo
But a four from the bar for White could cost him the
even if White dances, Black is a favorite not to cover. Instead, Bh
should cut down on the hassle and just play 18/15 14/8 4/1
Problem 205: Black to play 53.
‘When you're being blitzed, don't panic; normal building y
might still be in order.
Black played Bar/22/17. He was scared of the blitz, and
to get his back checker home as quickly as possible. While it's okt
to be scared of a blitz (nobody likes losing 4 points), you
tokeep a cool head. Black’s checker is just as likely to be hi
17-point as on the 22-point, but notice that if Black gets
outfield, he'll only have an indirect shot at White's blot. Ifhe ge
hit on the 22-point, he'll have a direct return shot from the by
‘That's a big improvement. Black should play Bar/22, then balang
his game with 13/8.
Problem 206: Black to play 43.
‘When you're vulnerable and under attack, button up any loow
blots. You don’t want to get stuck on the bar and have other
lying around to be picked up. Black should prepare for the cor
storm by playing 8/5 10/6.
10. One Man Back
the start of the game, you've got two men located on your
i. We call those the back men, and one of your first objec-
4s 10 get those men to the safety of the midpoint or your own
board
Once one of those checkers has escaped, we're in a zone known
Je man back.” In this situation, strategy changes subtly f
sides. A single man can’t form an anchor. Hence, the oppo-
thas more incentive to attack the lone checker, and you have a
Ing incentive not to put this checker into a vulnerable position
ithas a chance to run all the way home.| PROBLEMS:
\
Tes456
2a 23 22 21 20 19
| 162
Problem 208: Black to play 54.
78 9 101112
Mi
Problem 209: Black to play 64.
i
yeoaee 7 8 910112
Problem 210: Black to play 43.
T2345 6
Problem 211: Black to play 52.
Problem 212: Black to play 62.
163T2346 6 7 8 9 101112
Problem 213: Black to play 42.
24 23 2221 2019 1817 16,15 1499
V
Aad ht ft
Problem 214: Black to play 55.
2a 292221201918 17 16,16 1413
My Hi NeW
NA LNA
Problem 215: Should Black double?
Should White take if doubled?
vives
aa.
esas 6 78 9101
Problem 216: Should Black double?
Should White take if doubled?
165SOLUTIONS
Problem 207: Black to play 64.
Block two checkers; attack one checker.
One checker is most vulnerable to being attacked, si
never form an anchor. Two checkers are more vulnerable
primed, since they can't escape as quickly as one.
Here 18/7 11/7 is a pretty blocking play, but the bloc!
effective and the resulting distribution is poor. A better p!
2 6/21, building the board, smoothing the distribution,
paring to hit next turn,
Problem 208: Black to play 54.
Here Black played 13/4. It’s a nice positional play,
good distribution of builders, but ..
‘The way you exploit a single checker back is to put it on t
and keep it there while you fill in your board. A single
can't form an anchor, so it’s highly vulnerable to being at
and closed out. The right play was 6/1* 5/1.
Problem 209: Black to play 64.
‘With nothing very strong to do with this roll, Black should
advantage of the weakness of a single checker and attack
right play is 8/2* 24/20!
Problem 210: Black to play 43.
With one checker back, stay out of the “danger zone” ~
area between the 22 and 18-points. White is eager to hit in
area, while he’s reluctant to hit if you remain safely tucked a
the 24point. Don’t move up until you can make a run for safe
at least out to White's outfield. Here Black should play 11/4,
not 24/20 11/8,
Problem 211: Black to play 52.
Here’s another example. A play like 13/8 24/22 puts
into White’s attacking zone. Instead, stay back until you can
right into the outer board. Black should just make his 3-point with
8/35/3,
166
jlem 212: Black to play 62.
J) Black is in bad shape even if White misses the shot. After
(ng, he still trails by 24 pips in the race, 124-100. Ina straight
,he has almost no chance.
!) If he gets hit and spends any time on the bar, he may get
a result.
Hack should just play 13/5. The more checkers he can get into
inner board before he gets closed out, the less likely he'll be
oned. And staying back just might result in a lucky winning
sm 213: Black to play 42.
igh risks careful
Black can play 8/4 6/4, or 13/9 11/9. The 4-point is a better
than the 9-point, without doubt. But it comes at a price —
ing White a 17-1 shot at Black’s loose blot. Is it worth it?
No. A 17-1 shot means giving your opponent an extra 5.5%
hee to win the game right on the spot. Making a better point
ks up some winning chances, but not nearly that much. Play
pletely safe here by making the 9-point.
lem 214: Black to play 55.
Use a timely switch to get your opponent out of your hair.
“Here Black played 13/3(2) and got into trouble because his game
{so awkward. The right idea was 13/8(2) 6/12), pushing White
id and out of the way.
Should Black double?
uld White take if doubled?
‘The race here is very close (Black 132, White 134). Despite the
jeness of the race, Black has a good double. The reason is that
\¢ upcoming sequences are very strong for him,
IBlack makes the 4-point next turn, and White doesn’t respond
ith a very good number, Black will become a huge favorite.
167If Black hits loose on the 4-point, and White fi
Black will be a big favorite
If Black does nothing and White can’t escape, the
repeat next turn.
Double when you have a solid edge and something ¥
about to happen. That's the case here. White still
he might not next turn,
Problem 216: Should Black double?
Should White take if doubled?
Here's a perfect double for Black against one checker k
has a modest lead in the race (126-135), coupled with a good
bution of all his men, and chances of making another key j
next turn. White has a good take: he has some chances
tains some slim racing chances if he can ever get his last c
out.
168
11. Holding Games
olding games are the bread-and butter positions of backgam-
. Between two strong players, 2 majority of games tur
ig games of some sort.
‘one-way holding game is most common. One side escapes
back men to his midpoint and beyond. The other side makes
nced anchor, usually on the 20-point or the 18-point. The
‘with the anchor is said to be “holding” the other, keeping the
hor while waiting to hit a shot.
‘mutual holding game means that both sides have anchors.
play is pretty even, with each side waiting to roll a double or
shot.
fere are some guidelines for these very important positions:
‘When ahead in the race, break contact; when behind, keep
+ Ifyou're ahead, try to clear points when your opponent's home
dis vulnerable.
+ Keep a strong home board as long as possible.
+ Don't double without a solid racing lead.
169PROBLEMS:
4
Problem 217: Black to play 51.
Problem 218: Black to play 44.
2a a 2221 2092, 1817 18,18 14988
T2345 6 78 9 1011 12
Problem 219: Black to play 62.
170
[eee
i VA
Problem 220: Black to play 64.
24 29 22.21 20 19 3817 16 16 1413
ae
sat
Problem 222: Black to play 55.
71Problem 223: Black to play 66.
T2346 6 7 8 9 101112
Problem 224: Black to play 64.
2429 22212019 18.17 16 16 14.19
| Problem 225: Black to play 2
=
Problem 227: Black to play 41.
Problem 228: Black to play 41.
1732 7 8 9 10
Problem 231: Black to play 43. Problem 234: Should Black double?
Should White take if doubled?176
Problem 235: Should Black double?
Should White take if doubled?
24a 29.22.2120 19 18.17 16 15.14.13
Problem 236: Should Black double?
Should White take if doubled?
Problem 237: Should Black double?
Should White take if doubled?
Problem 238: Should Black double?
Should White take if doubled?
Problem 239: Should Black double?
Should White take if doubled?
7a 9 OI Te
7 8 9 1011 12
Problem 240: Should Black double?
Should White take if doubled?
W7Problem 241: Should Black double?
Should White take if doubled?
2a 2922212019 1817 16 16 14.43
mi
Problem 242: Should Black double?
Should White take if doubled?
24 2922212019 18.17 16 18 14.19
Wri WIV
AASAL IA
Problem 243: Should Black double?
178
i
Problem 244: Should Black double?
Should White take if doubled?SOLUTIONS
Problem 217: Black to play 51.
Black has a couple of choices with his 51
blockade by playing 10/4, or he can disman
ing 11/10 11/6. What's right?
ls us the answer. After Black play
contact and get all his men home safely.
White; White is holding him! Br
the 1 L-point is the right move.
Problem 218: Black to play 44.
‘Throwing a big double in a close mutual holding game
always means you disengage your back anchor. Before the r
race was 138-139 in favor of White. The 44 roll will put Black 1)
pips ahead, so now is a good time to turn the game into ao
holding game. Black should play 18/10(2),
Problem 219: Black to play 62.
When you're way ahead in a holding game, look for a good
time to break contact.
ds by 61 pips before the rol
with 9/1. The trouble is that from that point on, his position stea
deteriorates. Ifhe’s forced to leave a shot later, which is very
board is weak whi is very strong. Whi
have a hard time containing the checker without leaving a seri
dangerous, potenti sing shots. It’s a bold play,
that’s what winning backgammon looks like.
Problem 220: Black to play 64.
Black has just rolled a good number for leaving his oppo
home board. Should he play 20/14 20/16, lea j
ace shot to hit, or stay put and play something like 10/
180
ing the rac -sn't want to disengage. He needs to stay
it and hope for a later shot. Running just gives White the tasty
1g with a few small numbers (numbers which would
He has to hit
in fact, he may have to hita shot to save the gammon!
ing safe with 23/18 6/5 isn’t an option. Although the checker
the 23-point might get attacked at an embarrassing moment,
needs the extra contact to get the shots he must have to turn
‘The right idea is to try to build his board as
ly as possible, with 13/8 and 6/5.
lem 222: Black to play 55.
‘Don’t run just because you can,
Black's 55 looks like a pretty good racing
lied for home with 22/122). Big mistake, Before the roll, Black
ling in the pip count by 97-59, or 38 pips. After the roll, he'll
trail by 18 pips. He has to keep some contact — hitting a shot
{ill his best way to win. The right play is 22/7 8/3.
223: Black to play 66.
If you're leading in the race, minimize contact; if you're trail-
‘maximize contact.
Black has thrown a great racing number. He starts with 20/
(2), then has to decide whether to keep the 14-point (maximum
4) or the 18point (minimum contact). ‘The race gives the
yer. After Black plays, he will still trail, 93-91. If he’s trailing
needs to maximize contact, so the right play is to keep the 14-
itand play 13/7(2).Problem 224: Black to play 64.
Blocking points in front of an anchor are power
Don't be in a hurry to break them to hit loose behind th
In the actual game, Black played Bar/21 9/3". Whi
blots is usually good, here‘t's a serious mistake. In this position {lt
White, not Black, that has the stronger board, so Black
leery of starting a blot-hitting contest. A better play was Bar/
2, keeping the block and looking to prime the White checker
Problem 225: Black to play 42.
If you're going to have a difficult bearin against an anchor, wal
your opponent's home board position. If it becomes vulneril)
that’s the time for a bold play to improve your game.
Black could play safe here with 10/6 10/8, which cet
doesn’t ruin his game. But with the 5-point and 7-point oper
chances of getting home without leaving a shot are very
Notice, however, that while White’s home board is liable to
quite strong in a move or two, it’s vulnerable now. Accor
Black played 10/6 13/111, exposing two blots to indirect shot
‘White has 10 hitting numbers, but they leave him with five(!) blo
around the board, and facing a disaster if Black rolls a three fro)
the bar. If White doesn’t hit, which is most likely, Black should |
able to fill in one of the open points, with a much easier tin
getting home.
Problem 226: Black to play 21.
‘The normal rule when both sides are playing a holding gan
to play safe, wait for a double, and let the other guy take the cl
But there are exceptions to this approach, and they occur
the alternatives are very awkward. Here Black’s only safe p
moves like 8/6 3/2 or 6/3, are either very awkward or leave pl
of blots and stacks. The only play to keep a fluid position is 1)
101, which unstacks the midpoint and keeps spares on all key poi
It’s the right play, although Black certainly won't be happy if
gets hit.
Problem 227: Black to play 41.
Problem 227 shows the other exception to the rule of play
safely and waiting in mutual holding games. The normal play her
182
foblem 231: Black to play 43.
Breaking up a good home board is a last resort in holding games;
to avoid it as long as possible.
's the two blots in White's home
more natural and construc-
moves 13/8!, preparing to make the &-point
haps the S-point next turn. White's board is too weak for
is blot unless he rolls a perfecta like 31.
om 228: Black to play 41.
holding games with many men back on each side, avoid big
of checkers. Keep your men flexible and moving freely.
ne Black played 24/20 22/21, but the big stack he created
ie 20-point didn't play well in the next few turns. Instead he
have tried 20/16 22/21, keeping his checkers flexible and
ccted, for maximum future possibilities.
Jem 229: Black to play 22.
ead your anchors.
a long holding game where you have many men back, you
‘twant your anchors close together. Anchors that are too close
hh other waste the energy of your position, because they tie
Jot of checkers controlling the same points.
re Black's anchors on the 20-point and the 18-point are too
together. The 22 roll gives him a great chance to rectify the
ion. The right play is Bar/23 18/16(3)!
Jem 230; Black to play 54.
ave blots because you must, not because you can,
jlack notices that White's home board is weak, with a blot, so
ts with the idea of 16/11 8/4. Why not? White could get in
ible if he hit:
he trouble with this line of thinking is that it has a downside
no upside. White will only hit if he can do so with safety. He'll
ith 62, 64, and 66 —nothing else. So there's no way Black can
from leaving a blot, although the play looks clever. The right
is the simple 16/7.
183gel
he'll be able to hold his remaining point
board were flawless, Black could:
weaknesses enable Black to play more aggressively.
Problem 232: Black to play 63.
Ina mutual holding game, try to keep moving from
When you're in a holding game and your opponent ha:
few blocking points, it's the status of your rearmost checke
helps determine how well you're doing. If that checker gets si
and can’t move for awhile, you'll have to move the checker
other, more vital points instead. When you have a choi
good idea to keep that back checker moving while holding
other checkers in reserve.
Here Black could get distracted by looking at plays like
on the 4-point or making the 10-point, but the right idea is to
the checker on the 23-point into the game. Black correctly
23/141
Problem 233: Black to play 22.
In mutual holding games, try to create plenty of spares, so youl
can hold key points safely.
Black played 16/14(2) 6/4(2), which gave him several pointy
but only one true spare, on the 13-point. After he plays this spare,
he may have to volunteer shots at really bad times.
‘A much better play was 13/11(8) 6/41 Now Black has three
spares to move (two on the 16-point, one on the 1-point), wh
only has to hold two points. His chances of not leaving a bl
key time are much improved.
Problem 234: Should Black double?
Should White take if doubled?
Black leads in the race by 11 pips, 86 to 97. That would
double and a take in a straight race
ding game, the proper cube action
's also a double and a take.
184
Black might
s home, which could m the gam
the 5-point, which could cost him time in
's back checkers might get stuck, so he
{ not get full value for his small doubles. Or White might
to mun off the anchor with one checker, leaving the other
lem 235: Should Black double?
White take if doubled?
(0, Black shouldn't double. Black only leads in the pip count
(04-112, about 8%. Ina straight race, with no contact left, that
bbe enough to offer a minimal double. But here, Black still
{to clear his 10-point and his 8-point, and he could Icave a shot
g either point. That means White has substantially better
sive chances than in a straight race, so Black should hold off
loubling until he gets a bigger racing lead.
jem 236: Should Black double?
‘White take if doubled?
lere's a basic position in holding games that needs to be un-
. Black leads in the race by 12 pips (99-111), and WI
\e bar against a 5-point board. Although Black may leave some
and direct shots as he lumbers around the board, there
[be other variations where White stays on the bar a long time.
doubles and White has a clear pass.
gblem 237: Should Black double?
White take if doubled?
‘A 30-pip lead in the race is worth a double in most holding
es.
Here Black leads by $0 (102-132) and White is on the bar. In
st holding games these advantages would translate into double
pass. Here Black has just enough problems (a checker to leap
the 21-point, some outfield points to disassemble later) that
te can venture a take.
185Problem 238: Should Black do
Should White take if doubled?
Here White is p
behind a 5-point prime. Without even knowing
that White has a pass. It’s too difficult for him to ¢3
checkers for the race, and he won’t win enough games by hi
shot to compensate. Black should doul
Problem 239; Should Black double?
Should White take if doubled?
Anasset that can't be maintained may actually be a big.
Problem 239 looks like the previous problem, and m:
ers get confused evaluating it. They see Black’s anchor o1
poi
‘ous situation, he has the added advantage of a strong anchor,
they evaluate the position as an even bigger double and ai
give White many extra chances as he tries to attack or p
checker that remains behind.
Problem 240: Should Black double?
Should White take if doubled?
Black has}
first move his spares, then break down his prime and move fi
checkers into the board. In order to double against the 5:
anchor, Black must have a solid racing advantage to go with
e. Here Black trails in the race by 115-111. No double.
Problem 241: Should Black double?
Should White take if doubled?
186
242: Should Black double?
White take if doubled?
it may be time to doubl
jere Black trails slightly in the race (104-99), but he’s now got
{shot at the blot on the 12-point, with a total of 17 numbers
lLones plus six 8s). A hit followed by a dance for White will
White unable to take a double next turn. That's good enough
to turn the cube right now. Black has solid marketlosing
s, and h be in the game even if he rolls poorly.
243: Should Black double?
White take if doubled?
is is a good double for Black. He's far ahead in the race, and
is some attacking chances against White's loose blots in his
board. There could be a big swing on the next roll if Black
ne oF two blots and White
blots somewhere as he
he could build a prime of his own and turn the game around.
double, sound take.
lem 244: Should Black double?
ld White take if doubled?
1¢ acefive game is a difficult game to play. Its not quite a
game and not quite a holding game, but with some aspects of
Position 244 shows a well-timed double against an ace-five game.
mustn't wait too Iong to double, since as a pure back game,
drop. Here Black has good pos
next roll, but White has just enough chances to justify a take.
187PP etilate meray
Problem 245: Black to play 53.
‘When one or both sides have primes, the game becom
fascinating and complex. These games require the utmost s
both sides to handle properly. Each play requires balan¢
need to extend one’s own prime with the need to escape
‘opponent's prime.
Here are a few guidelines for these positions:
24 29 22 2) 2019 18.17 16 18. 14,13
+ Once you've built a prime, roll it forward by slotting Was 45 6 7-8 9 107
tacking) at the front of the prime. Problem 246: Black to play 33.
+ Given a choice in priming games, do what is hardest fi
+ Be alert for chances to convert a winning pri 24 29.22 212019 18.17 16 16 1443
gammonish blitz. RRR [eee
Problem 247: Black to play 44.
189190
Problem 249: Black to play 54,
24 25 22 212019 18.17
Problem 250: Black to play 32.
V2 3 4.5.6 7-8 9 10112
Problem 251: Black to play 65.
2a 23 22 21 20 19
381716 1514 39
ii
24 29 22 9190 19 18.17 16 16 14 33
i NN
Problem 253: Black to play 51.
191192
Problem 254: Black to play 65.
Tes 46 6 7 8 9 0112
Problem 256: Black to play 53.
Problem 257: Black to play 32.
Problem 258: Black to play 53.
24 2a 29 21 20 19
Wii
ree as 6 7 8 9 101112
Problem 259: Black to play 44.
193du
Problem 260: Black to play 21.
242929212019 1817 16 151419
tk
Problem 261: Black to play 11.
24 29 22 212018 3817 16 18 14 13.
T254 00
Problem 262: Black to play 11.
Problem 263: Black to play 11.
2a 29 22 212019 18 17 16 16 14 18
ver FA
a
Problem 264: Should Black double?
Should White take if doubled?
Problem 265: Should Black double?
Should White take if doubled?
195196
Problem 266: Should Black double?
Should White take if doubled?
Problem 267: Should Black double?
Should White take if doubled?
LUTIONS
Jem 245: Black to play 53.
‘Attack at the edge of the prime is a great principle that applies in
dreds of key situations, The point at the front edge of a grow.
‘prime is the key point in the position. Whoever gets control of
‘point first will make a big improvement in their situation. Black
id play the aggressive Bar/20 5/2*!, rather than the passive
2206/3.
jem 246: Black to play 33.
Build your prime first, then escape. A full G-point prime is the
powerful blocking formation in backgammon, It's rarely right
8 on a chance to build a full prime. Although Black could
this roll to escape his back checkers, he should just play 13/
q
yblem 247: Black to play 44.
‘A full 6-point prime is so strong that it’s right to make some
mis concessions to obtain one. Here Black has the option of a
wfectly safe play, 14/2 17/13, which leaves him in a favorable
ition. But a much better play is 13/5(2), which leaves three
(}) but builds a full prime. No matter how many blots White
, he can only win by forcing Black to break his prime, which is
unlikely.
yblem 248: Black to play 62.
‘A Gpoint prime is a tremendously strong formation. Don't let
ictions prevent you from making one.
Here Black can hit with 18/16* 18/12, sending a third checker
find his 5:prime. ‘That might be enough to win, but it leaves
ite some strong returns from the bar, for instance 16, 26. 36,
22, 12, or 11, any one of which might turn the game around.
A better play is 18/12 11/9! creating a full 6-point prime. Now
White checkers can’t escape until Black breaks the prime. That's
rer Way of winning.Problem 249: Black to play 54.
Once you have a (point prim
ward procedure; just hit (or slot
cover, then repeat the process.
Black should play 13/4, then cover next turn (keeping six
row), then slot the $-point, and so on. Don’t worry about g ‘The ace is easy: 6/5. What's the right five, 8/3 or 6/1*?
hit and trapped. Most likely, getting hit will just give you a chai If White had some immediate threats, 6/1* might be right, to
to pick up a second checker. away half of White's roll. But White's not threatening any-
here, so positional play is called for. The right five is 8/3,
Problem 250: Black to play 32. ing to make a better blocking point.
‘When rolling a prime home, pay attention to how strong you
opponent's board is. jem 254: Black to play 65.
White could play safely with 10/5, which gives him four bu "A good rule in priming games is this: “Do what's difficult for
ers for the 4-point, the next point he needs to make. He co todo. Make your opponent do what's difficult for him to do.”
alittle more aggressively with 8/5 9/7, which gives him five hard for White to enter with an ace from the bar, so hit him
rs for the 4-point (he'd be willing to break the 9-point to make the 6/1*. After you've hit, your choices are covering with 7/1, or
4point) but at the cost of leaving a 17-1 shot (63). What's righ iping with 22/16. It’s easy to cover; it’s hard to jump. So jump
‘The answer lies in White’s home board. Since White's board and leave the covering for later. The right play is 22/16 6/1*
so strong, Black should play safe with 10/5. If White’s board were
weak, Black could make the bolder play. yblem 255: Black to play 41.
Problem 255 shows a trap that a few players will stumble into,
Problem 251: Black to play 65. cially when moving quickly. Don’t make the mistake of play-
Black's had a 6-point prime for awhile, but now he’s run 7/2, covering the 2-point. This gives White a winning shot,
some awkwardness. He can play this roll safely (8/2 8/3), bu from the bar. Instead just play 16/11. As long as you keep your
¢ S-point next turn by
inging down two new builders. The right play is 13/7 13/9!
lem 253: Black to play 51.
‘opens up the possibility of some really bad rolls next turn. (Any 6point prime, there's no danger in White's entering and hit-
two large numbers will open up a shot.) q
Alternatively, he can try to rectify things right now, by hit
7/1* 8/3. This could lose, but it requires a pretty big parlay: WI yblem 256: Black to play 53.
has to immediately roll an ace, then Black has to enter quick\ ‘This looks very similar to the previous problem butit’s actually
then Black has to break his 6-prime before White does, then W! te different. Black can keep his full prime by playing 16/11 13/
has to escape. This sequence could happen, but it's less like) ), but now that’s an crror. Instead he should play 7/2 16/13,
the trouble Black could get into in the other variation. Hitting is ilding his 2-point! The reason is that Black has significant
the right approach. 1on chances in this position, and his best chance to win a
1on is to close his board quickly and attack on the L-point.
Problem 252: Black to play 64. \¢ extra gammon chances are worth taking the small chance that
Black could play 8/2 6/2, and many players would make ite enters with a 16, hitting, and wins the game from that point.
play instinctively. It's an inner point, and it leaves a safe posit
But it’s not the point that Black needs to win the game. The c1
cial point here is Black's 5-point; if he makes it, he's in comple
198Problem 257: Black to play 32.
Don't be so concerned with rolling your prim
look a chance to convert to a blitz.
Here the best play to advance Black's 6-point prin
7, aiming three spares at the 2-point. But a better play , and eventually gets gammoned because he couldn't move
the prime and hit loose with 6/1*. That play might lead to field checkers home. ‘That's actually a fairly common varia
out with a little luck, which would result in a sure gammon. ‘The and it’s worth preventing.
methodical priming play is more likely to just win a single g:
Maximize, maximize, maximize. 261: Black to play 11.
priming positions with the issue in doubt, give maximum
Problem 258: Black to play 53. m to variations that make the full 6-point prime.
‘The obvious play of 17/9" is certainly tempting. It k could play safely with 22/21 10/8 7/6. Buta better play
third checker behind Black’s solid 6-point prime. However, if V /21 10/9 7/5. By staying on the 9-point, Black creates possi-
simply throws a deuce, he'll have reasonably good chances of eventually making the 9-point, completing a full prime,
point game. ell also have four builders aiming at the 3-point, rather than
‘The right idea is to break the prime and go directly for a close . This will matter if White rolls a deuce anytime soon.
out with 7/2* 17/14. This has two merits over the routine 17/
better gammon chances, since closing out two men on the bar 262: Black to play 11.
ead to an almost certain gammon; and fewer losing chances, contrast to the previous game, here the right play is 12/9*/
the chance of losing to two men on the bar is much less t than staying on the 9-point with 12/9* 5/4.
chance of losing to a 2-point game. i's the difference? Now Black has a blot on the 21-point,
than an anchor. That means there will be plenty of varia-
Problem 259: Black to play 44. ‘where White enters and hits on the 21-point, and Black stays
Be prepared to desert the priming game if a blitz is possil bar. In these variations, Black can’t use the 9-point checker
Here Black can play consistently to keep his prime with 17/6) der, and he doesn’t need another blot around for White to
8/4. But this play may not be good enough to win a gammon, at
could even lose if White enters with a deuce next turn and
gets a shot, Instead Black should switch into blitz mode with 263: Black to play 11.
24(2)I, followed by 17/9. This pretty much eliminates WI strong position with no risk is to be preferred to a potentially
chances of anchoring and considerably improves Black's gam ition with considerable risk.
chances. lack should play Bar/24 3/2*(2) 7/6. The switch gives Black
cellent position with no chance of being hit next turn,
Problem 260: Black to play 21. ick could play Bar/24 4/2* 7/6, which opens up the possi-
Playing Bar/22, getting to the edge of the prime, wor of making a full 6-point prime, locking up the game. But
automatic play if White had a 4-prime or a 5-prime, but it doesn't sa risk of being hit with a deuce from the bar, which could
work here. The problem is that since White has a full 6p: je whole game in jeopardy. With White's blots floating around,
Black isn’t threatening to escape. He can’t get out unless W needs to be sure that he’s not on the bar next turn,
rolls poorly, breaking up his prime. (Rolls like 44 or 55 for W
force him to break the full prime.)
200Problem 264: Should Black double?
Should White take if doubled?
You should always consider the race in assessing p
doubles.
Many players would double Black’s position, and consi
ing as White. Black has five points out of six, and some builders
position to fight for the missing 3-point. White doesn’t have
way to contain Black’s checkers. ‘Time for a new game’
Not quite. White’s ace in the hole is his huge 24-pip
redouble. If White moves to the 3-point and Black hits
there (the most likely scenario), White's strong home board
return hits into winners. White is 50% to throw a deuce in t
two turns, and he's going to win a lot of those games. No
and easy take.
Problem 265: Should Black double?
Should White take if doubled?
Notice the difference between this position and the
Now Black is even money to make the $-point next turn, an
turnafter that, Once he makes it, White's racing lead plays
Double and pass.
Problem 266: Should Black double?
Should White take if doubled?
Black has a very strong redouble and White has a huge j
An immediate 5 for Black is crushing, of course, but any
eaves White in dire straits. The chance that White can exe
both rear checkers and run all the way around the board whi
Black flounders on the bar is pretty slim. Only a desperate j
‘would take this.
Problem 267: Should Black double?
Should White take if doubled?
Be alert to doubling possibilities when there is a great chan
of winning a gammon. Black jumps White's prime with any
happens in 11 rolls out of 36. In 15 rolls out of 36, Black r
small number which keeps his closed board; in 1/3 of those g
(© games), Black then rolls a six. That's a total of 16 games »
202
Jing chances even when his board breaks before he jumps, his
itage is huge. Black should double, and White should pass.
203| EPs ding
backgammon, it's a good idea to have all 15 of you
| working together as a group. Checkers that are cut off
{| lated from the main body of your ure a weakness,
i you should repair whenever possible.
i ome apparently risky plays are made to enhance th
of keeping your army connected. Learn these positions, an
| cut down on the losses that come when a straggler
and primed.
Problem 270: Black to play 52.
205206
sae 6 7 8 8 10
Problem 274: Black to play 55.
Teese se 78 SOT Ts
Problem 271: Black to play 52.
24 23 22 21 20 191817 16 15 1439
Problem 275: Black to play 43,
Problem 272: Should Black double?
Should White take if doubled?
Problem 273: Black to play 64.
207SOLUTIONS
Black to play 64.
id play safely with 21/11. WI
has a serious problem: Black's trailers
pletely cut off from the rest of Black’s army. With Whi
build blocking points, Black could find himself in
a couple of turns.
‘To play backgammon at the highest level, you nec
sense for problems before they occur. As the great
eral and philosopher Sun Tsu once said, “Every battle is w
fore it is ever fought.” Spying future trouble, Black made th
lay: 24/14! He duy
next turn, solving the problem of keeping his army together
Problem 269: Black to play 33.
Black has a sizeable advantage, and he now needs to
8/5(3) 16/13, which makes the
ut leaves Black without any landing spots in his outfi
is 16/4*, which looks good when it works but leaves Black
nothing if W
The right play is 18/10(2) 16/10, which consolidates
lead in the race and leaves him with a nice compact posi
will gencrate new points in the future.
15/10 15/13, his rear checkers are in danger
his front checkers. Even a more balanced play like 13/6 leave:
‘The best play is to start bi
n the bar. Black should move 23
208
yblem 272: Should Black double?
juld White take if doubled?
A good double based on the vi
the outfield. The anchor on the 19-point gives
‘execute his main threat. Double
‘Three checkers back often function well as a unit, providing
board coverage as well as offering chances to move a deep
\chor forward.
Black could operate with just one blot by playing Bar/21/15.
‘ever, that pli
1m the rest of Black’s army, while Black loses the cl
wr on the 21-point.
Instead, Black should play Bar/21 13/7! This gives Black a lot
|. He might anchor on the 21-point, make his
jint, or hit checkers in White's outfield. White's weak board
s Black the chance to keep his checkers communicating while
ing a good, aggressive play.
hen has a choice of two
ng the 3-point with 13/3 8/3, or swinging around the
with 20/5,
Making the 3-point looks constructive, but it leaves Black's game
le fragile and strung out. The blots on the 9-point and 20-
joint are vulnerable, and the 13-point and 8-point are stripped.
ce the 3-point isn'tall that valuable right now (it's behind White’
late his game instead with
y one wulnerabl nd a great collection
n with good prospects for the future.
209Black to play 43.
an obvious and easy
But it's quite wrong. Points behind your opponent's,
aren't much good, so the 2-point isn't really an asset. More
tant, Black has a real connection problem in this position,
midpoint is stripped and his three back men are far awa
White’s position is just formidable enough to cause Black p
lems. (Note that the checker Black really wants to move this
the one on the 23-point, can't budge.)
Right now White has some problems too. His midpoit
stripped, and his five back men are well away from the scene
action, That situation may not last long, so the time to
now. Black should play 24/171, trying to make the Many tactical questions revolve around the question of hitting
Teast cause White some problems in the outfield. White can try 1 hot hitting an enemy blot. What if you can make an inner board
attack, but he doesn't quite have enough ammo on the scene instead of hitting? Or improve your distribution? Or hop a
Repair your connection problems early; don't wait for ime?
game to deteriorate. In general, if hitting an opposing blot is an option, you prob-
ly want to hit, But there are plenty of exceptions, and you'l
«to know about them, Here are the main cases:
14. Hit Or Not?
+ Ifyou can hit a blot in the outfield or make a key inner board
pint (like the 5-point), the inner point may take precedence.
+ If hitting leaves you with lots of blots, and your opponent
lots of return shots, you will probably pass up the hit
+ If your position is stacked and awkward, a developing play
Wy be better.
+ If you can hit or fill in a key point of a prime, especially a
that's hard to make otherwise, the prime is probably better.
Here are some concrete examples to test yourself on.
210PROBLEMS
Problem 276: Black to play 63.
2a 25 22 21 20 19 re 1739161413
2345 6 7-8 9 101112
Problem 277: Black to play 62.
Problem 278: Black to play 61.
212
24 29 99 91 20 4 181716 18.14.19,
Problem 279: Black to play 21.
i
ye
T2384 5.6 7 8 9 107
Wit Md
T2345 6 76 9 101112
24 23 22.21.20 19 18.17 16 161418
Wi
Problem 280: Black to play 52.
24 23 92 21 2019 18.17 16 18 1419
FA
T2345 6 7-8-9 1071 12
Problem 281: Black to play 51.
213214
Problem 282:
24 29 22 21 20 19
Problem 283:
Black to play 64.
1017 16 16,1433
Black to play 54.
Don you're liable to lose the game
if you play “safe.” Here Black obviously has to jump out with
17, then consider his best three, either 9/6 or 17/14. A ca
player might decline to hit, on the theory that he’s more likely
the right way to think about the
ition is to realize that if White enters next turn, Black is highly
ly to lose whether he hits or not. The hit with 9/6* is really a
shot, which works very well when White stays out with both
mny exposed blots, hitting
lating. Here Black can
weds to consolidate, and the best building play is 6/4 20/14,
ing a good board while giving White only deuces to hit.
the gaps in his board.
right play is to eschew the ist make the S-point, 11/5
yblem 279: Black to play 21.
Ina battle or primes, it’s often more important to strengthen
own prime than to send another checker back. In this posi-
hitting with Bar/22* turns the game into a slugfest where
te has reasonable chances, but locking White in with Bar/24
{just about wraps up the game.Problem 280: Black to play 52.
Although Black trails in the race, hitting is way too dat
in this position, White has the stronger board, and after
Black would have three blots exposed to a total of 17 imi
shots. Black already owns the cube, which argues for prude1
‘The right idea is to bide time with 8/3 4/2. More (and sal
‘opportunities to hit will soon arise.
Problem 281: Black to play 51.
Pay me now, or pay me later? That’s the question here.
only safe play is 6/1 6/5, but with the 6-point and 7-point
Black is likely to leave a shot later as he tries to clear the
points.
Or Black could play 9/4* 2/1, gambling it all on this roll.
gets away with the hit, he’s pretty much home free.
To make the right decision, consider two factors: a hit 1
could lead to a gammon for Black, if White stays on the bar;
White's game is only improving, so being hit later will be
worse for Black than being hit now. ‘The answer — hit.
Problem 282: Black to play 64.
‘Don't hit if your opponent's position is deteriorating,
Black has two plays: 18/3, waiting, and 8/2* 8/4, hitting,
two plays look like a tough choice at first glance. To find the
play, look at White’s position,
‘White's position is a little awkward, and it could get worse
quickly. With White’s stripped points and Black’s fi
roll not containing a three is likely to cause White some problems,
Hold the prime and see if White cracks. The right move is 13/1,
Problem 283: Black to play 54.
When choosing between hitting or making a good anchor, kee)
the race in mind. Here Black has two good choices: 23/14* «
23/18 22/18. Depending on the race, either might be right. 1
Black has a 4-pip lead (158-162) before the roll. That's pretty cl
so he has to eschew the anchor and go for the hit, to try to wray
a solid racing lead.
216
15. Breaking Anchor
strong anchor in your opponent's home board, or on his bar
is a powerful asset. It is so powerful, in fact, that the deci-
eventually run off the anchor is usually a critical one. Here
pine of the issues to consider when you're deciding whether to
the anchor or not.
‘A lead in the race argues for running off the anchor before
squeezed. Trailing in the race argues for holding the an-
‘and waiting for a shot.
If you still have constructive plays to make, stay on the an-
If your position would break up otherwise, leave the anchor.
+ If your checker can run to a safe place, you're more likely to
the anchor.
Ifyou have one or two stragglers behind the anchor, keep the
hi until you can move the stragglers forward.
217PROBLEMS
2.)
Problem 287: Black to play 43.
Problem 284: Black to play 54.
TEs 45 6 78 9 10M Te
Problem 285: Black to play 63.
Problem 286: Black to play 63.
218 219SOLUTIONS
Problem 284: Black to play 54.
Alll the preconditions for a successful anch«
here: a healthy racing lead (24 pips after the
blot. WI
bolt from the 18-p.
Problem 285: Black to play 63.
When you're ahead in the race, anchors aren't so valuabl 16. Crunch Positions
Once Black enters with Bar/22, he looks around and
that after he plays, he'll be up 41 pips in the race. That
White can hold his key points for as long as he wants, while
-eds to look for a good time to scramble home. There's
ike the present, so he correctly plays 22/16.
“crunch” position is one where your home board has col
dl before you've been able to bring your back men around a
ion results when you've thrown an
red double that can only be played by your front men.)
fons are extremely dangerous. Once your front p
@, you'll nced to race your back men home as quickly as pos-
Problem 286: Black to play 63.
You can break anchor more readily if there’s no pres
the point.
Here Black can play safely with 11/8 11/5, but at the «
forfeiting the potential to make new blocking
White. Instead Black should leave the anchor with 20/11. WI
unlikely to be able to attack the checker left behind, while Bl 1 youl pik up alot of pases,
good rule of thumb is to double as soon as your opponent's
has collapsed. Even if the double is technically incor-
a
‘ns
Problem 287: Black to play 43.
Part of conne
gether. Another part is keeping those links until your rear cl
ers get out.
Black can make a cleverlooking anchor breaking play, 1
17/14, breaking anchor at a time when White's board is a
vulnerable, If there wasn't anyone back on the 23-point, this
beagreat move, But the straggler on the 23 needs the 1'7-poi
a landing spot. Without it, he’s stuck, reduced to relying on
Kindness of strangers. A better move is the simple 8/1, preserv
nks for the next move.
220
221PROBLEMS:
Problem 289: Should Black double?
Should White take if doubled?
Problem 290: Black to play 61.
222
,. Keep contact!
Jere White's game is weak and crumbling. A hasty play like
7 20/8 10/42) the pressure on the
White take if doubled?
‘your front position has collapsed and
\e has a ways to go. Here White is actually ahead in the
Dut eight of his 15 checkers are out of play on the 24-point
je 22-point. There’s only a slim chance that his checkers on
1g a lot of ground. Black should double and WI
pass.
1m 290: Black to play 61.
n't leap at the first play you see. Sit on your hands and con-
your choices.
lack can make his 2-point with 8/2 3/2, and most players would
the point without hesitation, But there's a better move avail-
Black needs to think about just how he plans to win this
.. He can't win a back game, since his front checkers are too
‘ward. His best chance is to convert into a 4-point holding
,, where he'd have good chances in a relatively even race. This
{is a good shot to break the back anchor now, while White's
is still weaker than Black’s. He should play 22/15!Sia
17. Action Doubles
isa double based on the po:
1 ashot. You don't need
probab)
the ideal
Problem 291: Should Black double?
Should White take if doubled?
heh |
vt
VV
ih
Problem 292: Should Black double?
Should White take if doubled?
iz
Problem 293: Should Black double?
Should White take if doubled?
225226
Should Black double?
Should White take if doubled?
24 23 22.21 2019
rn
Problem 295: Should Black double?
Should White take if doubled?
TIONS
m 291; Should Black double?
ld White take if doubled?
powerful threats in this double-edged position.
send a back with substantial gammon
enables Black to jump a checker, in which case
and the advantage which switch to White. It’s a good double
¢ of the strengths of Black’s threats, and the fact he has
{good rolls than bad; it's a good take since White can turn the
around quickly if Black doesn’t throw one of his good num-
292: Should Black double?
White take if doubled?
great action dou Black has 18 shots at the blot on the 23-
his strongest $-point board, and the beginnings of a good
ora potential blitz. White can squeeze outa thin take, since
to enter pretty casi and his outside check-
in play.
293: Should Black double?
White take if doubled?
hhas four blots scattered around, an
1, 51, or 56, 26, and 16, a total of 22 numbers. If
shape cube, but a hit could
ead toa gammon. Good double and risky but proper take.
294: Should Black double?
Id White take if doubled?
low here's a real action position! Black has 32 hits from the
only the four dancing numbers miss, He's ahead in the race
yy, and some very good things could happen here, so he
les.ward. White could get a wide variety of
game formations. The game could go a lot of diffe
it’s too soon to give up.
Problem 295: Should Black double?
Should White take if doubled?
Just because you're shooting at a couple of blots de
you have a double. Here Black has a good position
to hit White's blots on the 24-point and 22-point, Th
that White already has a strong defensive position, and gettin I
won't destroy his position, Black has threats, but they aren't st
enough to double.
18. Late-Game Blitz
late blitz. occurs when one side gets caught without an anchor
the middle game. Late blitzes are harder to evaluate than
blitzes; typically the defender has a developed position, and
get very double-edged. Escaping the back men is probably
important than in a typical early blitz, Be on the alert for
le switch plays, which might buy time to get your rear check-PROBLEMS
230
g
Problem 296: Black to play 53.
Problem 297: Should Black double?
Should White take if doubled?
78
Problem 298: Black to play 21.
Problem 299: Black to play 52.
Problem 300: Black to play 55.SOLUTIONS
Problem 296: Black to play 53.
In any blitz, low points may be more valuable than high
We normally learn to make our inner board point
from high points (6, 5, 4) to low (3, 2, 1). But in a blitz, this on
doesn't really apply. Low points are just as good as high points
keeping the opponent on the bar, while open high points are clay
to our remaining builders than open low points, thus easi
in later.
The right play here is not the stereotyped 8/3 6/3, bu
6/1 24/21! (Splitting to the 21-point makes it less likely th
back checkers get stuck after the blitz has done its job — a
tant consideration in later blitzes.)
Problem 297: Should Black double?
Should White take if doubled?
Black took an early cube and defended for a long time. Now
sudden swing has left him in control, with two White checkers 0
the bar. Should he redouble?
The answer is no! He’s much too good to redouble. Instead
doubling and winning just two points, he should play on and try
win a gammon and four points! If Black makes the mistake
doubling, White should of course pass.
Late blizes can occur very suddenly; be alert for situations whid
are too strong to turn the cube.
Problem 298; Black to play 21.
‘When the game is on the line, don’t be afraid to play to
White is in the process of building a prime to contain Black’s
checkers, and this is Black's last chance to strike. He should
4/2* 8/7, which could wrap up the game if White dances.
Problem 299: Black to play 52.
‘When given a choice between two plays with two different g
make the play that achieves the more difficult goal first.
Black can hit on the 15-point with 22/15*, or cover the 2-p.
with 7/2 18/11. Which should he pick?
232
choose, ask yourself “Which goal is ¢:
of 28 rolls. ‘The blot can only
\d cover the point
m 300: Black to play 55.
en finishing off a blitz, don’t overlook the tactic of switch-
jints. Here Black could play 16/1* 10/5, which will likely
ina closeout; however, this allows White the chance of en-
‘with an ace followed by another ace and securing an ace-
fame, which could win in the end. Instead Black should play
) 16/11 8/3, which wipes out White’s chances for a low an-
\d brings four builders to bear on the 6-point,
23319. Post-Blitz
Turnaround Games
ing side usually has two advay
strong home board, left over from the failed blitz, and a s
ing lead. The survivor has the poten
udging just when the priming threats are strong en
to redouble is a tricky business, one that often confounds eve
dy these positions carefully.
TANAKA}
VY
AANAN
pee a6 6 7 8 9 10
Problem 301: Should Black double?
Should White take if doubled?
=
NW
Problem 302: Should Black double?
Should White take if doubled?
Problem 303: Should Black double?
Should White take if doubled?
23578 >
Problem 307: Black to play 54.
Problem 304: Should Black double?
Should White take if doubled?
2a 29 22 212019 1817 16 15 3813
Problem 305: Black to play 32.
WN
| Problem 306: Black to play 41.
236
237SOLUTIONS
Problem 301: Should Black double?
Should White take if doubled?
Black has survived a blitz and started to turn the
but it's too soon to give up the cube. Black has a 2-poi
White has a 5:point board. That's going to cause Black
Jems if he ever has to hit loose. In addition, White leads by 2
in the race, a big asset. No double and take,
Problem 302: Should Black double?
Should White take if doubled?
hitting loose on the 1 |-point, or just improving his structure g)
ally, Catching your opponent on the bar is usually a good
double, and this position is no exception, Double and take
Problem 303: Should Black double?
Should White take if doubled?
Surviving a blitz can give some players an itehy trigger finge
Black has done well to survive a closeout, an
tered from the bar with an awkward 56, forcing
second blot on the 15-point. Black felt cocky and redoubled,
was a big mistake. He’s still far behind in the race, and only
2point board compared to White’s 5-point board. White cor
beavered Black's double to 8, and won a really big game.
Problem 304: Should Black double?
Should White take if doubled?
Black has turned the game around and now stands at an excel
He has threats to make the 4-p
point or the 7-point and
doesn’t leap out, Black would have an easy cash next turn. ‘T
time to double is now, when White still has a bare take.
KI Here Black can
can be hit with any one,
jem 306: Black to
jere’s an even scarier variation of the same principle. Despite
*s 5-point board, Black should fight for survival with the ag:
ive Bar/21 6/5%.
jem 307: Black to play 54.
Il comes in two parts. Don’t be in a
to play the whole roll. Look at both parts separately. You
spot a play you would otherwise miss.
the game from which this position was taken, Black rolled a
\d immediately grabbed a checker on the 13-point and played
Mistake!
thy? Note that although hitting on the 4-point is clear, Black
't need to use his whole roll to do it. He should just play 8/
mn calmly look for his best five. It certainly won't be 18/8,
does nothing. Instead, he should play 16/11, creating three20. Too Good to Double?
In most backgammon clubs, the Jacoby rule is c
always be in force for money games and chouettes. Thi
rule simply states that no gammon can be scored unless the cill
has already been turned. ‘This is an excellent rule (as one
expect, given the brilliance of its inventor, Oswald Jacoby, wh
probably the best player in the world during the 1940:
60s), which has the effect of speeding up play by forcing a
who gets a quick, early advantage to double and cash the ga
If the cube has already been turned, however, the possi
playing for a gammon rather than doubling your opponent
always a real one. Keep these general rules in mind:
+ Ifyou can’t lose, play on. If your opponent is trapped b
a full 6-prime, he’s not going to take your cube next time, so
free roll and see what happens. As long as you can always
doubling later, keep playing.
+ Ifyour game is strong, but you could lose it, be careful
ate just how likely the sequences are that could cost you the
on the next exchange. If you think your losing chances are
10%, it's usually right to play on. Losing chances in the 20%
s right to cash the game.
generally mean it
+ If you own the cube and you're playing for the gammon,
to keep the win in hand. Stay away from risky checker plays
if they backfire, could prevent you from doubling.
Problem 308: Black on roll.
Should he double?
24 8 8 a8 102
Problem 309: Black on roll.
Should he double?
Problem $10: Black to play 41.242
7 89 10
Problem 311: Black to play 65.
Problem 312: Black on roll.
Should he double?
jough Black is on the bar, he’s shooting at a 3-
to hit asecond checker. Even more important, White's checker
point prime and can
‘him that chance! Instead of doubling, Black must play on,
s. Is Black favored to win a gammon?
|. But as long as he keeps his six-point prime, his losing
‘es are zero, since he can double White out at any point. Black’s
ict strategy is to play on, doubling only when his gammon.
are completely exhausted.
309: Black on roll.
ld he double?
is looks worse for Black than the previous posi
ng at a second checker, and now White has a closed board.
ld he double and collect his two points? (Obviously White
ass.)
ia the answer is no! Although Black's gammon chances
VL as good as in the previous example, his losing chances are
zero. (After any sequence, Black could double next turn and
te would have to pass.) For Black’s correct checker strategy,
the next problem.
310: Black to play 41.
the previous position, Black decided to play on, and rolled a
He should hit with 6/1*!
Hit against a closed board? Yes indeed! Look what happens if
te rolls an ace.
+ If White rolls 11, he plays Bar/1*, 23/24, 19/20(2). Now
. simply rolls until he throws 2 6. Meanwi
from his prison on the L-point, and has to co!
his board.
243+ If White rolls 12, 18, 14, or 15, he has to ent
break a point (his 19-point is his best chance), immediately ex
ing another blot. If Black hits this blot, he’s well on
gammon,
Problem 311: Black to play 65.
Black could make the I-point, locking up the win, but
him with very few gammon chances. (He's only about 3
gammon with one enemy checker closed out.) Instead,
apply the same strategy we just learned: the right play is
1*, hoping to get hit and pick up a second checker.
Problem 312: Black on roll. Should he double?
Black should play on, trying the same plan as in the
problems. His first job is to make his 7-point (20 rolls make it 4
his first throw.) After making the 7-point, he will stick a
on the I-point, hoping to get hit and recirculated, perhaps
White throws a 16 on his first or second shake, but that’s a sn
risk, well worth taking,
Va Xe lm cre
“Ace-point games are one of the bread-and-butter positions of
mmon. You'll have to play many ace-point games, from both
of the board, and you'll need to know how to play them well.
‘An ace;point game means you've held onto your opponent's
‘point while he built a prime in front of you and escaped his,
checkers. You're holding on desperately, hoping to hit a shot
he bears off his checkers.
‘There aren't any doubling positions in this chapter, since al-
{ all normal ace-point games are passes. The exceptions are
jtions where the side bearing home has left some gaps in
In this case, the chance of getting and hitting a shot can be
‘enough so that the game is actually a take.
Tor the side bearing in against an ace-point game, the main
stion is “How best to bear off my checkers?" ‘The basic idea is
‘clear your points from the back, but there are a few exceptions.
show you plenty of examples in this chapter.
For the side playing the ace-point game, the key questions are
low do I build my prime?” and “When do T run with my last
ker?” Again, take a look at the examples.
Incidentally, if you play an ace-point game and you hit a shot,
u're not in an ace-point game anymore. Those positions are called
nt Games,” and we'll look at some of them in Chapter
If you hit a shot, contain it, and close your board, you're in a
lost-Ace-Point Game,” covered in Chapter 24.PROBLEMS:
7 8 O10
Problem 316: Black to play 61.
Problem 313: Black to play 43.
24 23 29 21 os 1997 1615 1419
Problem $14: Black to play 63.
ae
Problem 318: Black to play 43.
Problem 315: Black to play 51.
247Problem 319: Black to play 22.
Yes 455 78 0 0n
Problem 321: Black to play 52.
18.17 16 16 1413.
WN
V23465 6 768 910112
Problem 322: Black to play 22.
23456 78 9 101112
Problem 323: Black to play 31.
2A 23 22 21 2019 18.17 16 18 1413
viel
ny
24 23 22212019 1817 16 16 14.13
sa
Problem 324: Black to play 31.
OProblem 325: Black to play 21.
Problem 828: Black to play 32.
Problem 326: Black to play 41.
107
Problem 329: Black to play 21.
24 29,2221 20 19 1907 16 16/14 18
AK)
Problem 327: Black to play 32.
T2345 6 78 9102
Problem 830: Black to play 21.
250
251T2346 6
Problem 334: Black to play 42.
2a 25 22 21 20 19
ie \
|
\ TY
\ hh |
r234 86
Problem 335: Black to play 42.
lacee
Sd)
COSCO)
78 9 10
24 23 22 21 20 19
Way
T2345 6 97 8 9 1112
Problem 333: Black to play 42.
252 253SOLUTIONS
Problem 313: Black to play 43.
When your opponent’s on the ropes, hit him again! B
not a game for the squeamish or the merciful. When
big edge, try for even more. Your opponent will whe
Black can break contact in the outer boards by pla
A conservative player might try this, hoping to get hor
But look what happens if you leave your back checker whi
and play 10/6 8/5. Now if White enters with a 16, he has
two more blots. If he enters with any other ace, he'll br
point rather than move one of the checkers on the 12. Thi
for you. Keep up the pressure, and try to win a gam:
Problem 314: Black to play 63.
‘When the game’s under control, make sure you maximize yo
gammon chances.
his back men might get trapped, he played 23/17 9/6.
‘What happened then wasn’t hard to foresee. White mai
23point. Black stayed on the bar for a few turns, wl
rolled a couple of aces and crept up to the 2-point. Because W
had a few turns to play while Black was on the bar, W
ina 2-point game and was able to save the gammon.
‘The right idea for Black is 17/81, keeping the 28-point
Now White will have to bury checkers down to the 244
stroying his board. Meanwhile Black’s in position to attack if W
tries to move up to the 2:point. This play gives Black a great ch:
of both destroying White's board and keeping four checkers.
back on the 1-point
254
315: Black to play 51
keeps up the pressure, since
as long as Black stays on the 23-
m 316: Black to play 61.
then your opponent's stuck in an ace-point game, hit all the
you can.
re the right play is 8/2 16/15%. Some players are reluctant
ing their opponent's tim:
happen, the extra gammons and
\s you'll win are more than sufficient compensation,
317: Black to play 54.
is playing for the gammon, and the ideal position he can
from here is to pin five of White's men back on the ace-
The play that gives him the best chance to bring this about
double-hit: 23/19* 7/2". There's a very small chance this,
ire, but that tiny risk is worth taking to jack up the gammon,
s to their maximum.
sm 318: Black to play 43.
en bearing in against an ace-point game, don't automati
clear points from the back. Look and see if breaking a con-
oint might be better.
Black plays 8/4 8/5, he leaves a direct shot next turn with
65 or 64. If instead he clears the 7-point now with 7/3 7/4,
55 will leave a direct shot next. That's a 300% increase in
with the alert play.
yblem 819: Black to play 22.
‘The normal way to handle an ace-point game, as Kit Woolsey
often said, is to “clear from the back, and ask no questions.”
'5 a typical play. Black should move 6/4(2) — clearing the
point, then 5/3 — preparing to clear the new back point, and
lly 2/off — bearing off a checker when there's no more clear:
to be done,
255Problem 320: Black to play 21.
‘The basic rule of bearing off against ai
from the back.” Every point you clear is a point you can’t be hit
Clear all the points safely, and you win
Black, with a gammon well in hand as long as he isn’t hit, sho
play 6/4 6/5.
Problem 321: Black to play 52.
‘The second rule of bearing off against ace-point games is "|
pare to clear the back point.” The sooner you clear points, t
long:term risk you run.
Black should play 5/off 5/3.
Problem 322: Black to play 22.
Here Black can both clear the back point and prepare to cl
the next point, all in one swoop. The right play is 5/3(3) 4/2.
Problem 323: Black to play 31.
Black's only concern in Problem 323 is safety. If he doesn't
hit while bearing off, he'll win a gammon. In this case, the sl
play is the paradoxicallooking 5/2 5/4! Although Black le
gap, he succeeds in clearing one of his five remaining points, i
each point cleared represents a big jump in safety. Remember
position — if you can’t actually clear the 6-point, but you can cl
the 5-point, then clearing the 5-point is probably right.
Problem 324: Black to play 31.
This position is subtly different from the previous one.
can still clear the 5-point, but now it’s not the right play. Do yi
see why?
‘There are actually two reasons. If Black clears the 5-point, Whil
might actually enter and make the point before Black can ele:
6-point. That would put Black in extra jeopardy. The other reasoy
is that the longer White stays on the bar, the less likely he is to h
a strong home board when and if he hits a shot. If White
shot with a weak home board, Black will have extra chances |
scramble home.
Black's proper play here is 6/3 6/5.
256
sm 825: Black to play 21.
: very dangerous, because there are more
Here Black can clear the 4-point, but that’s a mistake. Just play
6/5 instead, preparing to clear from the rear.
sm 326: Black to play 41.
Jon’t let the desire to be ever-ended force you into awkward
ns. Here Black could play 4/off 4/3, which leaves him with
yeckers each on the 4-point and 5-point. The downside is
I his spares are bunched on the 3-point, reducing his future
s.
better play is 4/off 3/2, staying even on the highest point,
ing spares on three different points, leading to flexibility
the road.
jem 327: Black to play 32.
choice here is pretty easy. Black plays 8/5 17/15, building
}point prime and getting ready to contain a checker.
jlem 328: Black to play 32.
1¢ choice here isn’t so casy. If Black plays 8/5 17/15, as in
st problem, his two checkers on the 2-point don’t work as
‘of his prime. The gaps on the 3-point and 4-point will cause
sroblems if Black ever hits a shot.
1¢ only way to bring the 2-point into Black's prime is to build
.¢ from the 2-point to the 6-point, filling in the 3-point and 4-
‘as quickly as possible. With that in mind, the right play is 7/
4, starting the 4-point now.
Jem 329: Black to play 21.
‘Don't try to save the gammon if it can't be saved.
In the game, Black remembered that the best way to save a
mon was to bring all your men to the 6-point by an exact count,
get crossovers when possible, So he played 8/6 13/12, getting
jan to the 6:point and two crossovers,
‘The problem: Black’s too far behind, He won't save the
mon unless he actually hits a shot, so he has to give himself the
257best chance to win if that happens. ‘The right
starting to build a prime for the variations wh
shot.
By the way, hitting a shot isn't a real long shot from 1
tion. A well-timed ace-point game will leave at least one shot
90% (!) of the time,
Problem 330: Black to play 21.
Ina hopeless position, concentrate on saving the gamm
‘Turning a gammon loss into a single loss saves you two
(with the cube on two). That's worth some effort. In positio
making the 4-point (5/4* 6/4) looks automatic, but it doesn’
Black win the game, since his back checkers can’t get out. The
play is 24/23 (making the 23-point will cut down on gammons.
siderably) and 3/1 (getting hit will increase gammons consid)
ably). Stay alert, and try to save what’s savable.
Problem 331: Black to play 42.
Atthe end of an ace-point game, make sure you get al the shi
you're entitled to.
In the actual game, Black panicked and played 24/20 24/2
spreading out his blots. White rolled 63 and played 4/off 4/1*
leaving a shot. Black missed with 54, and that was the end.
A better play would have been to keep the 24-point, playing 24
22 7/3. Now White's 63 would be played 4/off, leaving a doubl
shot. Even if Black missed the shot, he might get another shot |:
as White tries to clear the 28-point. Keeping an anchor instead ol
breaking it can give you extra shots at the end of the game.
Problem 332: Black to play 42.
Black has a choice between running, 24/18, which saves
backgammon but concedes the gammon, or 8/2, sticking aro
in the hopes of hitting a shot and perhaps even winning! Wh
right?
When White has three checkers left, the right play is to stay.
White’s next roll is 21, 31, 41, 51, or 61 (10 rolls), White will
ally have to leave two blots, and if Black can pick them both
he'll be a favorite in the game. (This particular disaster hap;
more than you might think. It cven has a name —“coup classique"
258
Any other nondouble
ig the gammon, at
intage play.
333: Black to play 42.
lth only two White checkers left, there's no chance for a “coup
que,” and White is a favorite to win a backgammon if Black
around. The right play is to run, 24/18,
lem 334: Black to play 42.
jth five checkers left, Black can't be backgammoned on the
roll, and he has a good chance of transposing to the “coup
Iue” position. It’s right to stay on the 24-point.
Jem 335: Black to play 42.
ith four checkers, no coup classique position can arise. Black
run with 24/18,
25922. Back Games
You're in a back game when you've made two (or more)
in your opponent's home board, and you've fallen so far bel
the race that the only way to win the game is to hit a shot.
miss your shots, you'll certainly lose, and you may well be gar
or backgammoned.
Back games are the goal line stands of backgammon.
exciting and complicated, and they're a style of game that y
to know how to play from either side.
save a bad game, but that’s all. Don't seek them out.
Here are some tips to guide you when playing back games.
some tips for when your opponent has the back game:
war opponent has a back game, concentrate on
ing a prime in front of him.
ponent from making the third point at all cos
+ When bearing in, clear your points from the back.
+ Back games with three points are very strong. Stop your op
hen you ar
to break out of the back game by
the back game is the last alternative,
jonent hasn't built a prime, slot freely. Don’t be afraid to have
men sent back.
+ If you have spare checkers on your back game points, your
priority is releasing them to the outfield.
re playa successful back game and actually hit a shot, you're
call a containment game. As I mentioned earlier, see
r these positions.
261PROBLEMS:
Problem 337: Black to play
1817 16 15 1433
VV
hf
Ah
78 OOM IS
Problem 338: Black to play 41.
262
Problem 339: Black to play 62.
Problem 340: Black to play 32.
TE eas 6 7 8 OMIT Ie
Problem 341: Black to play 32.
263couse LI
Problem 342: Black to play 11.
24 23 2221 20191917 16 15 14 19
Problem $44: Black to play 32.
264
Problem 345: Black to play 51.
rar
Tosa 5 8 WN
Problem 346: Black to play 64.
2493.99.91 20191817 16 11a 13
An
Problem 347: Black to play 41.
265266
Problem $48: Black to play 31.
vasa ee
Problem 350: Black to play 52.
Problem 351: Black to play 31.
" Problem 352: Black to play 62.
24 23 22.21 2019 18 17 16 1514.19
Problem 353: Black to play 63.
267268
T2345 6 7.8 9 101112
Problem 354: Black to play 21.
W
Problem 355: Black to play 31.
AKAAA
Problem 356: Black to play 52.
Problem 359: Black to play 42.
269270
Problem 360: Black to play 32.
2a 23 22 21 20 19
Problem 361: Black to play 65.
Problem 362: Should Black double?
Should White take if doubled?
Problem 363: Should Black double?
Should White take if doubled?
Problem 364: Should Black double?
Should White take if doubled?
Problem 365: Should Black double?
Should White take if doubled?
271272
Problem 366: Should Black double?
Should White take if doubled?
Problem 367: Should Black double?
Should White take if doubled?
Problem 368: Should Black double?
Should White take if doubled?
lLtimed back game from this mess, so be it. Some players try to
fancy with plays like 7/3* 10/9, refusing to send back a fourth
bu py-pamby style just costs Black a lot of gammons
m the road. Back games are treacherous, so make your oppo-
it show that he can play them!
lem 337: Black to play 61.
Blocking points are the key to defeating a back game,
Black can hit on either the 20-point or the 15-point, but the
it play is 13/7 8/7. Until Black makes a prime, the back game
hhuge threat. Once the prime is in place, Black will be able to
more checkers with relative impuni
Jem 338: Black to play 41.
Black has a choice between two plays in Position 938. He can
a strong blocking point with 13/9 10/9, at the cost of leaving
lot exposed to aces and some combination shots, or he can play
with 10/6 2/1. Which is better?
Some good advice: Don’t volunteer a direct shot if your
jonent’s position is about to crumble. Wait, and assess the n
ids three good points, but will have to give up something next
. Black should play safe, 10/6 2/1, and await developments,
yblem 339: Black to play 62.
Don't let your opponent establish the second back game point
you don’t have to.
Black could escape his last checker with 24/16, but if White
en rolls a deuce, Black will have to contend with a 5-2 back game.
‘ue, that's not one of the best back games, but it’s good enough to
se a lot of problems.
A better play is 24/22 8/2 ng the back game in the bud.
low White's very unlikely to establish the second point in Black's
joard. Black could run into trouble if this blot gets hit, but that’s a
long shot, not really worthto stop him, That third point
ity and is extremely dangerous for you.
Here Black needs to go after the 3-point with 6/3* 15/
if he's hit back, it's no big deal, while the upside is eno:
Problem 341: Black to play 32.
turns to bring that checker around the board, while White
‘ward position would probably collapse. There’s a small risk
the checker might get trapped in White’s home board with so
awkward numbers, but it's a risk worth taking.
Problem 342; Black to play 11.
A point cleared is a point not to be feared. Thus spoke Kit Woolsey,
and he’
ing a shot.
‘The right play is 6/5(2) 4/3(2)
Problem 343: Black to play 32.
When bearing in against a backgame,
your points from the back. This keeps your checkers conne
and usually makes clearing future points easier. In problem
Black should follow this rule and clear the 8:point, playing 8/¢
5
Problem 344: Black to play 32.
Here's an exception to the previous rule. Black should cl
the 7-point rather than the 8 point, playing 7/4 7/5. Why? N
that whichever point he clears this turn, the remainii
be equally easy to clear next turn. (He'll have four
in his board in either case.) However, if Black clears the 8-po
this turn and then leaves a blot on the 7-point next turn, that
will be subject to a double shot (6s and 4s.) If Black clears the
274
could prepare to clear his 6-point with the routine 6/off, but
Ater play is 5/off 1/off, which leaves three builders to make the
346: Black to play 64.
then bearing off against a back game, remember a few simple
1) Clear your back point when you can,
2) Strip your back point (remove all spares) so you can clear it
turn,
8) Don’t strip interior points. Keep spares there.
‘This position illustrates point (8). The right play is 6/off 5/1,
;ping a spare on the 4-point. That's about 5% less likely to even-
iy get hit than the other play, 6/off 4/off.
yblem 347: Black to play 41.
When your opponent's back game has collapsed, try to squeeze
most out of the position,
"Black could play safe with 14/10 5/4, but that misses the point
ite has no game left, so Black wants to give himself the best
gammon chances. Take a look — any six by White except
I force him to run off the 3-point, probably exposing two
ts in the process. That's the swing variation, and Black wants to
in the best possible posit
ick will have a good chance to make the 3-point,
tin the outfield if White runs out with 61, 63, or 64.Problem 349: Black to play 32.
In the actual game, Black played Bar/22 24/22, bi
22-point and trying to play a 43 back game. It’s a poo:
+ Black doesn't have time to play a back game since his
checkers are too far forward. Black needs to force a decis
middle game, where his strong board will be an asse
+ Putting both back checkers on the same point red
number of potential shots at an out lot.
+ White’s board is weak, so there’s less need for an
chor.
+ Black has a better play: Bar/22 3/1!, simply strengt!
is board.
Problem 350: Black to play 52.
ve got a terrible game but only one rear poi
ig to get the second back game point.
24/22 8/3*. By moving up
Black can get a 2-3 back game if he throws an ace next
ight also get the point if White hits him on the l-point
point and he reenters with a 8. His back game won’
iming, but it offers much better chances than a hopeless
game.
Problem 351: Black to play 31.
‘When playing a back game, every play is crucial. When y
lose, you'll probably lose a gammon or a backgammon, so
throw has to be pl i
‘Take a look at posit
play 6/2. This is actually a serious error. The right play is 2:
7/4. Why? The first rule in backgames is: Preserve your timing,
This means that any spare back checkers must leap into the
276
;ht now Black's spare on the 23-point can only get into the
with 6s. By playing 23/22, the checker can reach the out-
a big difference. With the three, the
idea is to start the strongest remaining point in the home
|. Here, that’s the 4-point. Don’t be concerned about build-
yblem 352: Black to play 62.
to keep your checkers mov-
sping a reasonably timed back game, so
ght be tempted to slot his bar-point with 13/7 18/11. Ifhe
it's no big deal, right?
‘That's true, but recirculating the spare checkers that are already
is a higher priority. Getting a trapped checker into the out-
guarantees more timing, whether the checker gets hit or not.
should just play 24/16.
em 353: Black to play 63.
‘The move 15/6 looks inviting, providing a third cover number
‘The top priority in playing a back game is preserving your tim-
You've got to get every spare mobile, so that a stray 44 or 55
in. The right move is 21/12.
fable back game, look for a chance to
out.
‘There’s no way Black can hope to preserve his timing in this 1-
-k game. Rather than wait for his board to collapse, Black
es into a straight 3-point game with 24/22 24/;
won't help him win the game — his chances of winning are
y in any event — but it gives him a realistic shot at running off
gammon.
277Problem 355: Black to play 31.
Once y
nent doesi
sible. If your blots aren't
quickly. If they are hit, you'll reenter, px
game point, and recirculate your men.
Here the right play is Bar/22 and then 6/5! preparing
the 5-point. Black won't lose by being hit, but he may ga
he’s not hit.
Problem 356: Black to play 52.
When playing a back game that can’t be primed, try to win,
going forwards firs
Black made what he thought was a clever play: Bar/’
refusing to hit. He thought this would keep White moving f
and help his back game timing.
But Black's timing is in excellent shape in any event, si
back game can’t be primed. Instead, he should take the o}
to see if he can first win with a front game, by pl
ious Bar/23 13/8". The front gan
doesn't, White will only get out by hi
ig Black’s timing.
‘This is an example of what's called a two-way game: Blac
win going either forwards or backwards. It’s a very powerfil
egy.
Problem 357: Black to play 21.
Playing a two-way game gives tremendous flexi
lack’s back game timing
tly slot your key poi
fear of being
Problem 358: Black to play 33.
If you're playing a back game with dubious timing, don't
your opponent down! Let him play his full If you get a
lucky, he might roll big numbers, restoring your timing.
Black can use his $3 to attack, with a play like 8/5*(2) 10/7(
‘That creates a couple of good points for a moment, but so
278
and just play 10/42).
is numbers like 55 or 66, his
iming might just hold up. If Black
rolls one of those numbers, he doesn’t even move.
Tone of your back game points, leave
Black can only hold both back game points by playing 7/1, but
that case he'll have and meanwhile his,
sssy board will cause big problems if he hits a shot. The right
is 20/14 immediately.
jem 360: Black to play 32.
When playing a back game, always be alert for opportunities to
roll is 62, 52, 42, or 32.
lem 361: Black to play 65.
Preserving timing is so important in a back game that he some-
jes requires running off the back game points themselves. Here
lack has some unappetizing choices. He could play 13/7 13/8,
even 13/2, but both plays use up some valuable timing while
which preserves lots of timing, gives
i game, and more or
3s forces White to attack on the 21-point, a strategy which might
ickly backfire since WI
eye out for such unusual but powerful plays.
279Should Black double?
Should White take if doubled?
Beware of doubling a back game too quickly. Black
vantage in position 362, but it's much too soon to d
could develop a strong back game, but he
Problem 363: Should Black double?
Should White take if doubled?
Remember two key rules for back games:
+ If your opponent has a well-timed back game, threats
blots aren’t threats at al
+ Don’t double if you can't lose your market!
What's Black’s best sequence here? Perhaps a 21, pla
18"/17*, followed by White's dancing? In that case, Black
double and White would still have an easy take!
Black should astutely refrain from doubling here.
Problem 364: Should Black double?
Should White take if doubled?
White's in a lot of trouble in position 364, Although he’s g
23 back game, he can't release a checker anytime soon, and Bi
won't have to break his prime for a long time — take a look
checker on the bar and Black's three checkers on the
‘Those four men provide plenty of time for Black to hold his
tion while White moves forward. White’s timing is very que
and that’s a good reason to give up a back game. Doubl
Should Black double?
take if doubled?
This position might look similar to the previous one. In |
cases White has a back game, and the timing looks roughly si
But in fact there are some big differences:
od because spares can get to the lead ancl
1d. This also helps W
8) Black’s not on the bar in this position. That mean
lls 66 or 55, he has to destroy his pos ier than just pick
hese factors swing the evaluation a lot. This position is no
ible and casy take.
yblem 366: Should Black double?
jould White take if doubled?
‘The 1-5 back game isn't worth much. It plays out like an ace-
jint game in which Black never has to clear his 5:point, because
never had it in the first place. White has some small chances to
more than your basic 1-5 game here (he could get luck and get
3-5 game, which is pretty good), but he probably won't. Double
easy pass.
blem 367: Should Black double?
id White take if doubled?
Black has played his back game, and now a shot appears before
ite has even managed to get all his
ime waiting. He counts his shots:
of 24 shots. “I'm a clear favoritel,” he says.
Big mistake. Black is a favorite — if he keeps the cube. If he
ives the cube away, his situation isn't nearly so good. Let's see
yy.
First let’s suppose Black doesn’t double, but keeps the cube at
|. He hits in 24 games, and because he owns the cube, he wins
ost all of those games. Let's give him 23 wins out of those 24
ies. In the other 12 games, Black misses. Since he owns the
ibe, he still wins a few of the remaining games. Let's say he wins
of these last 12. His total is 27 wins and 9 losses out of 36 games.
‘a's a profit of 18 games with the cube on 2, or 36 points.ns if he de
gets lucky and pulls out a few of those games. Let’
20 and loses only 4. That gives Black a total of 20 win:
losses. That's a profit of 4 games with the cube on 4, or
Would you rather win 36 points by keeping the ¢
points by doubling? Clearly holding onto the cube is
has a take, of course. a
23. The Containment Game
Problem 368: Should Black double?
Should White take if doubled?
White had just left a double shot with a poorly-timed 65. Blatd MAll right. You've played an ace-point game or a back game, you
a shot, and you hit the shot. Now what?
Now you're in a game we call the containment game. You've
three goals here.
(all. White’s take was perfectly correct. It was P
double that was crazy. Let's see why.
Black has a pure triple shot — all Is, $s, and 5s hit. Any c
nation of two even numbers misses. That’s 27 hits and 9 miss (1) Prevent the checker you've hit from running around the
Many players make the mistake of equating hits with wins. [ rd and getting home. You'll have to control the outfield so you
fall into this trap! Suppose Black hits one checker, say wi hhit the checker whenever he jumps out.
which he would play 20/17/13. Now suppose White comes biti © (2) Build a full 6-point prime to contain the checker.
with a 24, played Bar/2* and 19/23. Is the game over? Black'y _ (3) Roll the prime home until the checker is closed out. At this
mile behind in the race, with a checker on the bar and fou , You're in a post-ace-point game, the subject of the next chap-
checkers back. Will White ever be able to win from this po
Of course he willl He's close to being a favorite right now. ‘The best way to contain a checker is to build a full prime, and
White wins immediately when Black misses (he doubles Bi easiest way to do that is to slot the back of the prime, then
out or plays on for the gammon) and quite a few times when B) Ef
hits. With Black still having a lot of work to do in his home bo: Doubling situations in containment games are tricky. One way
not a doubl avoid errors is to ask yourself this question: “If I roll my best
ber, will my opponent still take a double next turn:
es,” hold onto the cube.
282Cardoza Publishing * Bill Robertie (SOT ESSENTIAL BACKGAMMON PROBLEMS
PROBLEMS.
Tees s 6 7 8 910112
Problem 372: Black to play 41.
VA
Problem 369: Black to play 42.
T2346 6
A
Problem 373: Black to play 43. |
2429 92 21 2019 187 16 15.14 13
EV Yi
AA
Problem 371: Black to play 42.
284286
SS ey ane eR,
Pease 7 8 FIO
Problem 375: Black to play 42.
24,23 22212019 18 17 16 18 1413
rr my RM
T2345 6 78 9 TOIT
Problem 376: Black to play 51.
24 292221 2019 1817 16 18 14.19
tes |) |
Problem 377: Black to play 31.
‘eae all
SUT ESSENTIAL BACROAMMUN FRUBLEMS
78 9 OT
Problem 378: Black to play 63.
115 14 13
should Black double?
Should White take if doubled?
287288
‘Cardoza Publishing * Bill Robertie
Problem 381: Should Black double?
Should White take if doubled?
Problem 382: Should Black double?
Should White take if doubled?
Problem 383: Should Black double?
Should White take if doubled?
ae eee OI eee eee
mM
(ae
Problem 384: Should Black double?
Should White take if doubled?
289SOLUTIONS
Problem 369: Black to play 4:
Black has hit a checker but his chances
White has four men off, and Black’s board is weak.
Play, Black has to keep two principles in mind for these
(1) Don't leave White a direct shot, and (2) Stay as far
possible. ‘The right play is 20/16 4/2
Problem 370: Black to play 65.
White has almost escaped, but Black managed to
65. He has a choice between playing completely safe
2, or taking a smalll risk to have a better chance to make
by playing 18/7* 13/8. What's right?
In the case the safe play is correct. If Black knew he
going to get hit after 18/7* 13/8, that would certainly be the
lay. But White's returns of 43 and 61 are pretty clear winn
loesn’t count since it would win for Whi
Problem 371: Black to play 42.
When you're struggling to contain a checker, the key
build a prime, and to bui
slot the back of the prim:
blot quickly. After Black
prime next turn with fi
sixes. It looks risky, since White could roll a 16 or 25 next
But in the long run, Black minimizes his overall risk by build
prime as quickly as possible,
Problem 372; Black to play 41.
Black's first job is to make sure White doesn't leap into
outfield next turn, so he hits, 6/2*. For the best ace, Black né
to give himself the best chance if White throws his best shot, 26,
he plays 15/14, giving himself 5s and 6s to hit if White gets f
290
ust play 6/2*. Then White has to first roll a two,
ipe. With the three, the best play is 17/14, taking
Black to play 52.
containing a checker, try not to give it a direct path to
Black could play 7/2 7/5, building the 2-point and
lot, but the right move is 15/8, preparing to build the
the back. This way White needs to roll two specific
‘a one and then a six, to get to the outfield. That's much
than just rolling a direct six.
375: Black to play 42.
let a contained checker escape with tempo. ;
k could play Bar/23 17/13, leaving the & point slotted, which
‘es a win if White doesn’t roll an immediate
1¢ dlocs roll a six, the cost is way too high: Black often gets
sblem 376: Black to play 51.
jack weakness; prime strength.
White had a good board, Black
n tatters, Black can just play for the direct closeout with 8/
"12/11. Some of White's return hits (36 is the worst) are disas-
Jers for him,
Problem 377: Black to play 31.
This is a great shot with three possible plays: (A) the double-
10/19* 20/174; (B) bit and no blots, 22/19* 2/1; (C) hitand
1 a containment game, the name of the game is containment.
‘much better off containing one checker behind a prime than
ig to win a slugfest with two checkers bouncing around the
291eerie 501 ESSENTIAL BACKGAMMON PROBLEMS:
Should Black double? |
leaves Black's home boarel White take if doubled? ;
‘The second-best play is hit and play 2/1, which leaves his way to losing a sure gammon when he hit a
but only creates a 4-prime. A 4-prime is so much easier ‘ow the game is turning around. Should Black
than a 5-prime that the right play is actually hit and 3/2, ube ove :
strong 5:prime. If White then dances, which is likely, Bl yet. Black’s become a favorite, but he’s not quite at a dou-
great position to send a second checker back with a strong White has an easy take, and in fact could still win a
the game. with one lucky sequence. Black has to wait an
na bit more.
Problem 378: Black to play 63.
If only one roll beats you, and you have a solid grip,
position, block that roll.
Here the only great roll for White is 66. Black shi a a |
that with 19/18, then play 18/15 for good outfield cover' Iming advantage. If Black closes the point, most of White's i
Note that Black leaves the checker on the 22-point whe numbers (15, 14, 13, and 12) will expose another blot toa
If White's next roll is 52 or 58 or 42 or 43, Black will have ay Je shot. These variations are potentially quite gammonish, so
a new blot. lack definitely wants to double now.
n White take? Not really. Black covers the blot on the 6- |
Problem 379: Black to play 32. with 19 numbers, (All $s, 21 and 11, 61 and 52, plus 55.) If {|
When containing a single checker, you'd ideally like loesn't cover, he leaves the point slotted and brings more
ing checkers to be in the range of 11-14 pips away from the Jers to cover. For White to enter, he'll have to roll a six after
they're containing, In this way there's little chance of bt
but maximum chance of hitting when your opponent m
for it.
Here Black can get a nearly ideal formation by playing Should Black double?
which leaves him with 66 blocked and double or triple sh ald White take if doubled?
time White runs into the outfield. White’s been hit by an awkward series of big doubles, and he's
pletely lost control of the outfield. Black has reasonable chances
Problem 380: Should Black double? uild a prime before White can get his back men moving, so he
Should White take if doubled? tly doubles, White has two assets which can't be ignored:
Be careful with this posi he’s way ahead in the race (38 pips) and his board is temporarily
with deuces covering his 5-point to give him a closed bo: suionger than Black's (four points vs. two). ‘That's enough to give
notice that not all deuces work. If Black rolls 25, 23, or 11, him reasonable play, so he takes.
close the [Link] only to break the 6-point. In reality,
deuces work for him: 26, 24, 21, and 22. it Problem 384: Should Black double?
off and will have some chances even if he’s closed out, Black Should White take if doubled? |
double yet. White should beaver if he is doubled. When the game gets down to the last roll, double if you're a
ite.
2938, Blac
White will be White
iere’s a few other stray vari |
checker and wins a gammon, or Black gives up a do
shot, but mostly the game is wrapped up on the next shake,
Black is a clear favorite, he doubles, and
, r
chances to take, “nel
24. Post-Ace-Point Games
Okay: you've played your ace-point game, you got a shot, you
\ot, you built your prime, and finally you closed your board.
he realm of the postace-point game.
is are tricky, but with the help of the examples in
;pter, you'll be able to play them almost perfectly. Keep a
You should start thinking about redoubling when you've borne
ive fewer checkers than your oppor
+ Ifyou're way behind in the race, you may have to expose blots
1 try to bear off quickly.
294PROBLEMS
296
Problem 385: Should Black double?
Should White take if doubled?
24,23 22 21 20 19
Fee
Problem 386: Should Black double?
Should White take if doubled?
24 23 22
Problem 387: Should Black double?
Should White take if doubled?
SUE SSSR Rehr CN aeRr eevee ss Cena av ee
Problem 388: Should Black double?
Should White take if doubled?
avin
Problem 389: Should Black double?
Should White take if doubled?
Problem 390: Should Black double?
Should White take if doubled?
297Cardoza Publishing ° Bill Robertie
Problem 391: Should Black double?
Should White take if doubled?
in
70
Problem 392: Should Black double?
Should White take if doubled?
é 29 22 21 20 1
BM
1917 16 18.14.13)
MA WW
WAKA
bess |||)
Problem 393: Should Black double?
Should White take if doubled?
298
Re eee Oe
Problem 394: Should Black double?
Should White take if doubled?
Problem 395: Should Black double?
Should White take if doubled?
Problem 396: Should Black double?
Should White take if doubled?
299300
‘~erageza rupnsning © Bill Robertie
Problem 397: Should Black double?
Should White take if doubled?
17 16 181413
Problem 398: Should Black double?
Should White take if doubled?
\
ots
Problem 399: Should Black double?
Should White take if doubled?
_ Ee
Problem 400: Should Black double?
Should White take if doubled?
Problem 401: Should Black double?
Should White take if doubled?
\ AN
Should White take if doubled?Problem 403: Should Black double?
Should White take if doubled?
f ner ee
y
Problem 404: Should Black double?
Should White take if doubled?
Problem 405: Should Black double?
Should White take if doubled?
Se ne ae a ee ee
Problem 406: Black
Problem 408: Black
to play 63.
to play 54,
303304
T2345 6 78 910
Problem 409: Black to play 51.
Problem 410: Should Black double?
Should White take if doubled?
Problem 411: Should Black double?
Should White take if doubled?
ee
24.29 22 21 20 19
BR 33 |
Problem 413: Should Black double?
Should White take if doubled?
Problem 414: Should Black double?
Should White take if doubled?
305Problem 415: Should Black double?
Should White take if doubled?
Problem 416: Should Black double?
Should White take if doubled?
Problem 417: Should Black double?
Should White take if doubled?
Problem 418: Should Black double?
Should White take if doubled?SoUTIOns 3 Should Black double? }
doubled?
Problem 385: Should Black double? e 1a han five men off. In that case Black
Should White take if doubled? ‘ in men off.
Black has played some sort of holding game — pe tough |
game, perhaps an ace-point game, perhaps he had ot : :
ers on the bar. White bore off some checkers, Now Black 4 pretty good rule of thumb for handling these pos
shot and closes his board. When should he double? That's Black has @ fast bearoff, he can double when he has five
the central questions in|postecepointigemes: off than White. If he has a slow bearoff, he needs four
Here White bore off eight checkers before being bit. Bl reff than White to double. White will almost always
no one off yet, but an excellent bear-off formation. She