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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 a.critical 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 19.pip 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 8.point. 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 5.point 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
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