Professional Documents
Culture Documents
FOR
SERIOUS
PLAYERS
I
n ~ ? l mmmckmmmon
~i rrorkD -n
Youth.rornr*tahLRurPml
'E1
IN Bill Robertie
Winningat badcgammonrequiresmastering twophases
ofthe game: dynamic checkerpIq (using your check-
ers as weapons to pin your opponent in awkward
positions) and aggressivecube action (using the dou-
bliig cube to maximize your wins in good positions
and minimize your losses in bad positions).
ning chances late in the game. You'll also lean the
Both parts of the game are essential. Wkhout sharp masterj~retsforoffering timely doubles,andhowto
checker play, you wont create the sorts af positions decide whether a cube i s a take or a drop.
where you can outmaneuver and outplay your oppo-
nents.Without skillful use of the doubling cube, you By the time you've finished rmding, you'll be &ng
won't earn as much from your good positions as you to incorporate thest ideas in your own v. The
should. Ifyou're goingto be a big winner, you've got to results wiU be impressive. Your checker pky will put
master both of these elements. extra pressure on your opponents, forcing them into
cramped, a w h d positions. Your cubcs will come at
In this book, I'll show you the secrets of aggressive just the right moment, forcing tough decisions. Fi-
checker and cube play as practiced by the greatest nally, your i m p d technique will let you bring your
masters of the game. You'll lmn how to make your games to winning condusions,avoidingtheupmand
checkers work in multiple ways, how to build primes turnarounds that will plague your o p p o m .
quickly when you need them, and how to drop back
inro holding positions and back games for more win- Let's get s d !
Backgammon is a game best studied not
passively. It's tasy to MI into the trap of reading
through a book quickly, noringwhatthe author has to
say, tcllingyoum1F"Ohycs, hat's prettyobvious,"and
moving on. Siac backgammon moves are all j u t
The best way to study backgxnmon Is by looking at sittingthere, waiting to be found, it's tempting to think
a d games played by master players. There you'll
that you would surely have found all these movts had
h d , instead of contrived situations, the sort of difi- you k n sittingat the table. lfyou'relthinkingthisway,
cuic yet fascinating positions that occur when Gack- you're studying p i r e l y .
gammon i s played by competitors who redy under-
smnd the game. In thls book I've collected five of the I recommend a more active approach to reading chi
most interesting games h m master play in the last few book, Treat each game like a quiz, especially the first
ymrs. Each of the players is a first-class pro playing at time you read through it.Tryusing a piece of paper or
the top of hi game. cardboard to cover a player's roll andmovc.Thcnmove
the paper to uncover just the dice roll. Ask youtseif,
My fim book, adckgmtnonfir Wnnm, gave you a "Whatwould I play here?"Ifyou want to, write down
solid foundation for mastering the basic strategies of your play on a separate piace ofpaper. Now expose the
the game. In the games I've p i c h i for this book, you're actual play and compare it to what you would have
going to be introduced to a higher level of play, full of done.
new ideas that we haven't encountered before. R d
carefully; there's probably a lot here that you've never By reading and t&g yourself in this way, you'll
seen. By she time you've worked yourway through the
compile a Iist of the plays you would haw made
whole book, your undersmnding and your play will difkrently. Now the arplanations will be more m a n -
have advanced several I d . in&l, since youbealreadydone the work of grappling
with the problem At the same time, you
should also readclosely the wmrncna on the playsyou
made correctly, since my wmmcnts may bring out
some fkatum of the position you hadn't considerod.
Tournamentsare great places to meet newplayers, take
a look at new boards and quipmcnt, and pickup n m
ofdubs opening.Mast top tournamens have a lecture
series for beginners and inttrmcdiates, while pros: art
always available for private lessons. Don't be intimi-
Backgammon tournaments ate heH dl over the world dated if you're a beginner. Every tournament has
and throughout theyear. On anygivenweekend,there sections and activities designedespeciallyfor newcom-
will be local tournaments across the United States and ers. Besides,ifyou absorb the ltssons in this book, you
throughout Europe. The game is currentlycatching on won't stay a beginner for long?
in SouthAmerica, and many new clubs and events are
starting there. WKQAMMON TOURNAMENTS
Backgammon tournaments arc run somewhat like
The biggest tournaments are frequent enough ta com- tennis tournaments, using an elimination format In
prise a~ informal tour,and a handful of professional the first round, players are p a i d at random. If the
players make the circuit. The big events include the numberof players is not qua1to a power of 2 (16,32,
Swiss tournament in Gstaad and St. Moria in March. 64,128, and so forth),some players dl receive a bye,
Then it's on to St. Tropez and Zas Vcgas in April and which is a free pass ro the ncm round. Each round,half
May, Venice infune, andTheWorld Championship in the players arc climinatcd, until only two players
Monte Carlo in July. A brief stopover in Cannes is remain.T h a two playerscompetein the finals for the
followed by the highlight of the tour, the World Cup title of champion.
in Dallas. October is dedicated to the South American
tournaments in Sao Paulo, Ria de Janiem, and Buenos Eliminated players are dropped inm a new m t ,
Aires.Theseason finisheswith the Las Vegas Open and mlled the Consolation,Losers in the Consolationare
Pro Am DouMes Championship in November. dropped into a final event, the Last Chance.Matchts
in the Consolation and Last Chance are typically
shorter than in the main m n t ,
A largc tournament may take 7-9 days to complete. Toward the end ofa match, the Crawford Rule comes
Smaller regional events might be held over just a long into play. hventad many years ago byJohn Crawford,
weekend. A purely local event can be completed in a the Crawford rule statcs that when a player's score
single day. Matches in regional and local events are teaches one point from victory, hsi opponent cannot
much shorter than in the big international competi- double in the very next game. If the mat& continues
tions. beyond the next game, the cube can be usod normdy.
SPECEAL RULES FOR For example, Smith and Joncs are playing a Ppoint
TOURNAMENT P I A Y match, and Smith wins a p e to make the score:
Tournament play is structured around matches that Smith 8, Jones 4. The next game is the Crawford
are played to a specified number of points. By tta&- Game, andJonesannot double in this p e . (Smith,
tion, the number of points in a match is always OM.In ofcourse, has no reason to double.) M s a y Jontswins
a local murnamenx, for example, the matches might one point in the Crawfod Game to mike the score 8
m t at 9 points, increasing as rounds are pIayed to a 15 to 5. In the following game, normal rules are back in
point final match. The longerthcmatch, the more skill e f k and Jonescan double as soon as he wishes.
is involved in the outcome.
Disputes between the players are settled by calling the
As in money play, the doublingcube is used. Competi- tournammt director, who will make a ruling. In cer-
tors play gama and add the points won in tach game tain exceptional casts, a panel of experienced playcrs
to their total sfore. When one player reaches the may be convened to make a ruling
p t c r than in rhc World Cup, but the contest itself is
THE MAJOR TOURNAMENTS always fascinating. Here are the winners of the last 25
Like golf and tennis, backgammon has a few events World Championships:
whose irnpomce dwarfs the other tournaments. Here
are a few of the biggest and most prestigious tourna- S
ments in modern backgammon. . ratu lvragr~wturn
: LuigiVilla (Italy)
THE WORLD CUP : Walter C:oratella (A
The most important tournament in backgammon is : Lee Genud (USA)
the World Cup, heid every other year in August in : Jacques Mihe1 (Switzerland)
Dallas. What sepatates the World Cup from dl other : BillRob,ettie (USA
events is the extreme length of iw matches. Each round : Mike Svnbodny (U
in h e main event is a best three out of five, 1P point . PL--l*- - . - .
. k r r a r w Sabet [Itall
series. In the Consolation, matches start at 25 points : Clemen t Palalacci (It
(longer than the finals at most tournaments) and : Bill Robrertie (USA
increase to a 29 point final. Chess docks are used to -. ... -
: Philip Macmorstein (bermany)
time each match and ensure reasonablyspeedyplay (as 1989: JaeRus!sell (USA)
well as adda little extrapressuse).TheWorld Cup is the I390i: HdEIeiI&& (Car~ada)
most d8icult tournament in backpnmon to win, 1991: Michael1 Mqsourg (Germany)
and in fact, no one but a top world-class pro has wer - - ,-
.,
:: lonKcssu (Kuman
won the went. I: Peter Thomsen (D
t: Frank Frigo (USA:
THE WORLD CHAMPIONSHIP E: David Ben-Zion (l
The World Championship of Backgammon is held i: David Nehmad (birael)
wery July at hew's Hotel in Monte Carlo. The went ': Jerry Grandell (S*d e n )
.
norrndy attractsabout 400 players. Most participants i: Michael Meyburg (bermany)
<P
are from Eucope, although each- about 30 Ameri- ): Jorgen Granstedt (Sweden)
m n s make the journv. Matches in the main event 1: Katie Smlamandre WSA)
begin at 17 points and Increase to a 25 point final. 1: J o r p Granstdt (Swaden)
W~ththe shorter matches, the luck factor is much
- t: Mads Andersen (Denmark)
THE PaO-AM DOUBLES
CHAMPIONSHIP
The Pro-Am Doubles Championship originated in Here's a l i t of recent winners:
The Bahamas. The Bahamas has been the scene of top-
flight backgxnmon events ever since the very first PRO-AM DOUBLES CHAMPIONS
internationaltournament waso+d there byPrince Phillip Marmomin 8r RalfLudwig
Alexis Oboicnskyin 1964.Thattournamentgrew into JoeRussell & Bob W:
the Obolensky Cup, held during the 1960sand 1970s, Mads A n d e m & Gi TO
but eventually discontinued in 1974. Hack Bdlard & Hawey WuEe
JerryGramdell & Atrr~andaBalbi
TheWorld Championshipwas heId on ParadiseIsland
until 1978,when it moved to Monte Carlo. For about
ten years after that, a regular tournament on the
international circuit was held every year in January,
until the idea of a h@-dass doubles tournament
caught on.
OPENINO
In Backgammonfir Winners,I discussed the key gods
of the first f&v moves of the game. The top priority is
to make the strong blocking points on your side of the
board. For Black, these key p o i m are rhc 5-poinr, the
4-point, and the 7-point, in that ordm
Is a gocrd tip t c R-
Am--
vnce wwur -*----
M
-" "
uaaunrrif
D i i 5: Black on roll
mak~w an ad1vanced ;anchor, I t
becomes wrzn more! vital ft)r 5. Black32 13/10 6/4*.
you tlo make 4an anchor of your A difficult roll with many possible plays. Let's look at
some of the possible alternatives, then see why Horan
Own.
decided on the move he actually made.
Why?The reason is simple. Once one side (Black, in
this game) makes an anchor, the other side's (White's) First Blackmust decidewhether or not to hit on the 4-
chances of winning the game by priming Black's back point with hi deuce. If he doesn't want to hit, he has
checkers has mished. Howwer, Bladc could sciH win mo plays: the super-& 1 116,leaving White no shots,
the game by building a prime of his own.To prevent and the reasonably safe 1318,lmvingWhite only eight
himself from being primed, W h t e must create an shots (61,16,52,25,43,34,64, and 46). A conserva-
anchor of his own, and quickly. tive playermightdectmmakceitheroftheseplays, but
a top playerwould reject hem quickly. Why?Let$ see.
enter. Since he must we halfhis roll to enter, he won't The logic bchind this paradoxical insight is that you're
be able to play hi rolls to their full tfftct.If he emus likely to lose a straight race in any cw,but being
without hitting, his position becornw very poor very further behind may allow YOU to hold your back p i n t s
long enough to get a shot or two.
Sometime in the near future, White will havc to dear Diagram 8: White on roil
his outside blocking pointsand bringthe checkers into
the inner board. Points closer to the home board are 14. White 52: 5/12,
msicr to clcar than points fatther away. Hence the 16- Pawn runs a ch& to &ty. He could also have
point is preferred to the 15-point. safetied a checker with 10117, but hi actual play was
her.
Excellent play by Pauen.
L-7
er who i!
13. Black21: Barf23 8J7.
Black enters with the 2 and finally makes a new
tne ruGw
--- -
-1--.-a4
anuulu -
ESY su UI
-
Horan correctly sends a White checker back home.
I, wher
L A .
uamg your moara and
WB lltlngforas hot,^
to slot and cov
I-&- I- --am- I
~ u u n v ua m ~ d
111~- 111 U~UWII
Diagram 12:White an mu
the low
28. White doubies to 2.
Apcrfecdy-timeddouble byWhite. Ifhewaits untilhe
That's an excellent rule, but here dotting the 3-point cleats the 17-point or the IGpoinr, Black would
involves breakingthe 7-point.Horan decides that's too definitely have a pass. As it stands, Bkck is faced with
high a price to pay, so he keeps the 7-point and slots the a very difficult decision.
2-point instcad.
29. Black &.
My preference would be to play 713 and 614. I"d be A difficult choice for Horan. Let's take a look at the
willing to loosen my position for one turn since ir's considerationsthatgovern the decision to &or drop.
unliid&at I will get ashot immediately. (OnWhite's
next roll, only 64 forces h i to leave a blot.) Since I WHEN TO TAKE A DOUBLE
probably won't get a winning shot for two turns, I The ram is a factor in most cube decisions, but here the
should have time to wvcr the %point. race is a foregone conclusion. The pip count (the
number of pips that each side must throw to beat off
dl checkers) is 74 for White and 15 I for Black. Black
is not going to win any races. and Bhck dropped all four games. In that case, he
would lose four points. If he took all four games,
If Black mnt win the race, then he's going to have to however, and managed to win only one while losing
win byfirst hitting ashot, then containing the checker. three, he would lose six points in the three games he
His chances of getting a shot are a c d y quite good. Lost while winning back two points in the game he
Barring doubles, W h i t e has only six numbers to clear won. The result?
the 16-point (31,13,61,16,63 and36) andsixother
numbers to dear the 17-point (65,56,62,26,52, and A net loss of four points, just as &re. So one win in
25). If White dears the 17-point before clearing the four games is the break-wen point for taking a double
16-point, then his chances of clearing the 16-point if you can't get gammoned. If you can win more than
without leaving a shot are very small. one game in four, you can certainly take,while if your
chances are less than hat, you should pass.
If White leaves a shot on the l&point, Black will
actually be a favorite m hit it! He'd be able to hit with In the position we're looking at, Black can certainly
any 5 or any 2, plus a combination shot like 41. win more than one game in four.He'sa favorite to get
Overall, Black would have about a 60% chance to hit at least one shot, while he might get as many as two or
a blot on the 16-point or the 17-point (you see the three shots.Hitting a shot, h m r , doesn't guarantee
great advantage of holding twa anchors). Also, of victory. Black would d l have to contain the c h e c k
zoursc, wen if m i
te cleats the 16 and 17-points, he hehits, andwhilt hc'slikely to do that,Whitcwill haw
might still lose by leaving a blot on the 19-point. some chances to escape. My guessis that Blackcan win
this position about 35% of the time.
How often d m Black need to win this position in
order to take a double?In my first book, Badgammon So Black has a dear mkc, right?Not so fsst!Therels one
fir WitPnm, I explained that if Black caa't lose a other factor to consider - the gammon factor.
gammon,he would need to win at least one game in
four to take a double. W h y only one in four? Let's THE QAMMON FACTOR
quickly review why that's the case. If Black can lose a gammon, he will need to win more
than his usual 25% of the timeto justify a take. How
Supposethis position came up four consecutive times, much more? That depends on his estimate of how
likely he is to be gammon&. There's a good rule that
covers this situation: w e , we'd need 10% extra wins to balance the 20%
gammons.
l
r every two g; 3
So instead of needing to win rhc position 25% of the
-A ----
ar ywu are I- -I
.. . In aunaer
- -wf time, we'd actually need to have 25% plus lo%, or
35% wins, to take.
sing, Your need tcb win on4?
ldltlonall game lto brealt
Nowlet's get back to Horan's actual position. Certainly
even. it's possible for Horan to lose a gammon in this
position. He'sgot a good chance of gming ashot, but
To see why this rule makessense,look at what happens he might never get a shot, or he might miss the shots
when you exchange a single loss for either a garnmon he gets. If he &ts a shot he'll almost certainly save the
loss or a turnaround win. If the cube is on two, losing gammon if he doesn't win the game, but if he mi= his
a single game costs you two points, while losing a shots,he's gota reasonablechance ofbeing gammoned.
gammon costs you four points. LDsing a gammon costs
you two additional points compared to a single game One way to estimate hi chances of losing a gammon
loss. If the cube is on twa and you win a single game, is to compare the number of pips that White has m roll
instead of losing you have a two point gain instead of to bear off with the number of pips that Black has to
a two point loss. Your net p i n is a d l y four points. roll to get dl his checkers into hi home board. We
figured out White's toml already when we did our pip
To summarize: turninga loss into a win gains you four aount; it's 74 pips to tKar OK
points; turning a loss into a gammon costs you two
points. So two gammon losses can be made up with To figureout Black's total, compute the number ofpips
just one extra win. that each of Black's outer-board checkersmust move to
reach Black's 6-point. This gives us a masure of the
This insight gives us a tool for taking the cube in minimum amount of pippage Black must throw to get
positions where we might get gammond Supposewe all checkers Into his inner board, ready to beat off. In
were thinking about taking a double and we estimated thii position,the three checkers on the 21-point must
that we might get garnrnoned 20% ofthe time. In that move 15 pips each,the two checkers on the I 8-point
must mave 12 pips each, and the two checkers on the gammon losses, and 30% single losses, which in turn
;"point requireone pip each.Thar1sa grand total of45 is just a bare take. Thafs cutting it a little dose for my
raste, and Black quite possibly might not do as well as
plus 24 plus 2, or71 pips, just short ofWhite's bear-off
total. 40% wins. I would opt to pass. Horan elects to take, a
not uncharacterisic decision for him. He's a wura-
What this mlculation tells us is that if Black dws not geous and tenacious pIayer who likes to form his
hit a shot as Whiteis bearing in, he is about even money opponent to earn his points. C o r m or not, Horan's
to save thc gammon. decision means the game will end with an interesting
and possibly dramatic figfit.
Putring all this information together, we can make an
educated gucss about the I ikely outcornm of the game. 30. White 31: 16/17 16/19.
An excellent shot, clearing the difficult 9-point. If
Black has excellent chances to get at least one White doubed now, Bhck would surely pass.
shot and might get as many as two.His winning
chances are better than 30%, perhaps as high as 31. BIack63: 21115 613.
40%. Hopping out with the 6 is cleat,since Black needs that
checker to build hi blockade. Since Black wants as
If Black can win 40% of the time, White will powerfd a board as possible if and when White leaves
win at last 60%. I m t e wins 60%, about half a shot, he starts to build the 3-point with his 3.
his wins will be gammons, or about 30%
gammons and 30% single wins. 32. White 11: 19/20(2)22/23(2),
Another great shot for White, filling in the gap on the
If White m win a gammon 30% of the time, 20-point. This greatly in- the number of rolls
Black needs 15% extra wins, above his basic that will eventually clmt the 17-point sucmfully.
Bhck is in serious trouble d e r White's last two rolls,
25%, to rake, That means he needs 40% wins,
andhehasto start moving quiddyto savethe gammon.
total.
33. Bla& 22: 15111 713.
What all this means is that an optimistic estimate of
Not a bad roll,making the 3-point.
Black's possibilities yields 40% wins for Black, 30%
HOW TO SAW! A aAMMON
34, White 66: 1?/23(3) 19JofE
White's third p t roll in a row. Now 'Black's chances
of hitting a shot arc very small, while his chances of
REemembeIr this ru
being gammon& are vesy real.
W1hen rac:Ing to :save thde
. -
gammon, try to brling all
your outfleld checkers to
the &point. This wlll en-
SU re that you w B
mllnlmum numbel I.
- - *--* - - - - - - .
Also, rry ro cross rwer fromn
quadrant to qluadrant
whenwer posslblle.
Diagram 13: Black on roll Black's last play achieved rwo crosstrvers, and a
h
m o d a checker to the 6-point.
35. Black 61: 18/12 7/6.
Much b e ~ c than
r making Black's I -point. Saving the 36. White 62: 19loE 23/oR.
gammon is the wwwhelming priority. Disaster strikes! After three great mls, White throws
the only number that would force him to leave a shot.
To play badcgammon successfully, you have to have
the mental toughness to adjust to these sudden swings
offormne. Ofwum, Horn only has a 30% chance to
hit this shot (Bladc hits with any deuce,which is a total
of 11 rolls out of 36),but ...
37. Black 52: 21JI9* 18113. point, exposing another blot.
Black hits! Now it's a whole new game. Black's job now
will be to cwer the 2-point very soon, followed by Now Black i s again in danger of being gammonecl.
making the 7-point. If he can make a full 6-point
prime, or get very close to that, he'll be abIe to turn the 39. Black62: Badly.
cube to 4 and double White out. Entering one man is a reasonably good throw for
Black.
p e Black can
White's job is simple:enter and e ~ ~ abefore
budd his prime. 40. W h i t e 62: 2/10.
White hops into che outfield, raking aim at all Black's
juicyblots. Black nowhas 13chances(out of36)to hic
61, 62,63,51,52,53,and55.
Since it's emremely likely that Black will dose out the
single White checker in this position, what we really
need to know is this: What is the chance that White can
win the game ifhe is dosed out, given that he already
has three men oiT?
49. Black redoubles to 4. Incidentally you may want to memorize the following
A very dear double now. Etde table. It shows White's winning chances in posi-
tions similar to this one when he has a checker dosad
50. Whitepasses. out but some number of men oE
Can White possibly take this double! Let's see.
SUMMARY
An early set of double-fiw by P a m pins Horan in a
defensive position. Horan takes some reasonable
chancesto improve his front game, but when thwc fail,
he r d e s a holding position with his opponent's 2 1-
point and 18-point.
This game was pkyed in an a r 1 y round of the Las To see why this is advantageous for Magriel, imagine
thatMagrie1doublesandsnelling accepts.Now imag-
ine that Snellingsturns the game around andbecomes,
say, an 80% favorite. In a money game, Snellinp
would always win in this situation, since he would
double and Magriel would pass. But at this score,
Snellings must play these games out to the finish. Since 1. White 21: 12/14 19120
Sndlings is *onlyu80% to win, Magriel will pull a few Whitest- his all-important 5-point (the20-point in
of these games out in a last-minute turnaround. the diagram) while unstacking the midpoint. This is
the preferred method of starting the game witha2 1 for
There's a compensating sIight downside for Magriel, almost all the world's top players. If Black doesn't roll
homer, in that his gammons don't work for him as a 4, White will make the 5-point and be offto an early
well as in a money game. If he wins a gammon,he mn edge. If Black does hit, White is at least guaranteed a
win only three points instead of the usual bus. The net complex game.
rcsult is that Magriel can double slightly sooner than in
a money gatne, but not by very much. A play which has become popular in recent years,
especially among weaker players on the tournament
If Snellings gets the early advantage, his s t r a w is circuit, i s 12/14 1/2. Whire declines to slot the 20-
quite a bit different from normal. Firsr of all, if point and, by splitting, makm slotting difficult for the
SneIlings doubles and Magriel takes, Magriel will opponent. Although this might be o b j d d y asstrong
redouble to four automatically. [Since Sneliingsneeds as Magriel's play, it has a great drawbadc it creates
only two points to win the match, Magriel would lose much simpler positions, whereit'shard ro outplayyour
the match ifhe lost the game with the cube on two, so opponent.
he might as well put it on four, thus giving himself a
chance to win both the gatne and the match at once).
If you war ke a mart
Notice that 8SnelEing-swins a gammon with the cube
in the backgammonworid,
centered on one, he wins the match outright. This
implies that if Snellings gets an early advantage with I le eate an~d
same gammon chances, he's usually rigfir to go for an - -
master complicated posi-
d o u b l e d gammon rather than double at all. In fact,
tC E-
that's exactly the scenario we'll see in this game.
el
.
-
2. Black65: 24113
Correct-There'snothing better to dowith this roll than MagrieI's play, 115, spreads out the rear checkers to
simply run to the midpoint. I've seen some players tty cover thewhole board, making it difficult for SneKngs
24/18 1318, but that's overplaying the position. to play safely next rum.
My own preference is for 12/16, This play maximizes
White's buildingchances in the areaofthe boardwhere
lke whaI? the dice givt White already has an advantage. I think this is the play
U. Don't tryfortrso much
most likely to lead to a quick knockout. Both plays
have their merits, however, and this is really a stylistic
question.
Escapingache&sin the opening is a simple but useful
4. Black 64: 24114*
objective.
14n excellent shot, escaping the k t checker wMe
hitting at the same time. Early edge to Snelling.
IMPORTANCE OF CONNEC7MW
~ning,y
d t Although Magriel has metal blots spread around the
board, notice how hi checkerssupporteach othet The
ght for r I
checker on the 16-point is guarded by the checkers on
raither tha~ asslvelyI the 12point and the 10-point.
and hope ' ve.
The chedceron the 10 is guarded by the chmker on the
5, which in turn is guarded by the checker on the 1-
IfWhite throws poorly, Black will hpoi& to make point. No matterwhich blot Black is able to hit, White
a second point and get right back into the game.
will have at least a single return shot.This connectivity
is the mark of well thought-out development.
7. White 64: Barl4*/lO
A p d shot,hitting and leaping into the outfield. 8. Black 33: Bar122 8/5*(2) J3110*
Unless this happens! Doubles from the bar in the early
game will usually turn the game around,and that's the
case here. Wirh two enemy checkers on the bar and
another blot to shoot at, Black is firmly in conml.
Should White have triod to gtmd against this possibil-
ity? Absolutely not. In the opening you're trying to
build solid yet flexible positions, taking into account
your opponent's most likely rolls.
Tr ainst thr2
-.- -
35-1 long shots wilE only
drive you Into a cramped Diagram 22: Black on roll
and ultimately loslngstyle
of >n'tfall Into that Is thii a double for Black?
No. Both sides fiave a two-
point board and four blots. Black has a nice edge since
tn he's on roll, but it's still too soon to double.
On the other hand, should Wute enter quiddy from Suppose Black doubles and White drops. Black will
the bar and turn the game around, a s long as it's then l a d in the 1I-point match by a score of 10 points
undoubled, he'd win only one point, quaking the to 8, and the next game will be the Crawford game,
swre. when White will not be able to double.
w ,'I I
chance! En order to win the match, White will have towin the
nn- and Crawford game, making the score Black 10 -White 9,
and then double and win the next game. In other
words, White will have to win two straight games to
win the match. If the players ate evenly matched,
White's chances ofwinning one game are just 50%, so
ways rl!ght to 14
his chances of winning two straight are 25%.
e and tr
rbe alomb
- ---J--"u I-#-a --. On the other hand, suppose Black doubles this game.
White takes and immediately redoubles to four. Then
the match will be decided by whoeverwins or loses this
game, with gammons being irrelevant. Are White's
chances better than 25%in that case. Yw:indeed! In
fact, I would estimateWhite's raw winning chances in
this position to bt in the 30-35% range. White will
often make an ace-point, deuce-point, or 3-point
game, and sometimes he will dmlop a full backgame.
26. Black64 h / l S
A strong and subtle play by Snellings. If the battle is
Diagam 26: Black on roll now for the Zpoint, one might reasonably e x p t
Black to play 913 with his 6, bringing anotherattacker
24. Black 65: 1312* within direct range of the 2-point (noticethat he must
Black continues the assaulr on the 2-point. enter from the bar with hi 4, and therefore 612 is not
an option).
25. W h i t e 32: Barl2*
Another good roll for White. BlacKs attack is rapidly Snellings,however, sees that he is nowvery unlikelyto
running out of steam. win the battle for the 2-point, and a checker placed on
the 3-point might be ih danger of playinglide role in
the rest of the w e .
The answer is that White recognizes that he's not going Diagram 29: White on roll
to be able to get all his men home before Black finally
reenters from the bar. In that case, he's going to n d 37. White 66: 1/7(3) 12118
some steppingones in the outfield to get home safely, A tremendous shot, getting all of hi men out from
and the 17-point rates to havery useful steppingstone. behind B U S blockade. White's now in exccllent
So White starts the point now. shape.W~thhi Iast six, he stam the 18-point. If he can
make the 17 and 18-point before Black enters, he
34. Black 54: h / Z l should bt able to get home with ease.
All Black can do for now is roll and hope for the best.
If he enters fairly quickly, he can get back in the game. 38. Black stays out.
If he dances for several turns, the game could be o w .
39. White 21: 13/15 17/18
35. White 42: 7/9*/13
White now has triple caverage for the 17-point, which 40. Biack41: Barf24 BarlZI
is his next god. A great roll! With all checkers in, Black mn now
b t e n to hit any loose blots that White chooses to
lavc.
I1 e race Ito
win orsave tns gammon Is
Diagram 35:White on roll e vff
a ~n
59. White 53: 15/20 22Ioff
VPhlte actually has three ways to play this apparently safely.
simple mll. Besides his a d play, he could try 15/20!
23, k i n g no men off but leaving three men each on That's the mse here. G o d play by Magriel.
the 19-point and the 20-point, or 15/20 19/22, leav-
ingfew men on the 20-pointand just two men on the 60. Black 64: 17111 17113
19-point. Which is best?
61.White 21: 23ioff 24/off
HOW To BEAROFF As before, 19/22 is actually the safwt but Magiel's
If White's only concern were safety, the right play w i v e h o f f technique is correct. He's trying for
would be 15120 19122. In general, the safest way to a gammon to win the match, and he may get it.
65. White 63: 19loff 19122
SUMMARY
Pay close attention in this game to the interaction
between match score and cube h & g on the part of
both players.
...
doubt, I
- --
Diagram 41: White on roll White could thinkabout doubling now, but his game
is worse than it was a turn ago b e a u x he's on the bar.
White should double now. ALE of his rolls hit at least
one ch& and most rolls hit two checkers or make
the 20- or 21-point on Black's head. Some of these
sequencesare utterly devastating for Black, and almost
all of them leave White firmly in control. Black wuld
get a good back game out of this position, but he might
also end up with seven mcn trapped on the 24point.
ayed w ders or
very mo7 :esa nej
&.--a:--
-
g for a I of plan.
If e seven
- -
men already rn your home Diagram 46:White on roll
bc r more i r
.. ---
to serengmen your prime
21. White doubles to 2.
A pretty reasonabledoubIe accordingto the principles
th nd still n we discussed &r Blacks 10th move. Wlute has an
bl edge, since his prime is farther advanced than Black's.
In addition, he has lots of possibilitiesof increasing hi
advantage this rum.
is sixes and ones hit, and he mn also hit with 54
All h
for good measure. A hit here will pretty much end
Black's chances of winning going forward, that is, by
trapping White behind a b r prime.
22. Backtakes.
Sure. White hits with 22 numbers, but he misreswith
14, and Black is cmainly doing well in that case. He Diagram 47: White on rolI
also has chances to develop a well-timed ace-deuce
back gamc,while the gamc w uldtake orher directions 25. White 11: 314 19121 13/14
as well. There's too much play left to give this one up. A good roll but an odd play, There's no advantage to
leaving a checker back on the 3point. White should
23. Wife 31: 12/13* 19/22 play nno men from the 3-point to the &point, mdy to
A pretty good result. Himngwith a sixwas better,since hop over Black's prime with fives and sixes,then move
it also released a back man, but White will setde for this the other two aces from 13 to 15. This is what we call
number. , a nullo play - a play with no possible upside.
one mis
y costly
1 2 3 5 6 7 7 9101112
Diagram 49: Black on roll
mi old your
P
37. White 66: 11/17*13/19 14120(2)
A completelyforced play. Strategically, how-, this is
On the other hand, it's not at all dear that Magriel a bad roll for White.White's men are essentially home,
needs to make such a wide-open play. White may have and Black's timing is still In fine shape. Black will be
difficulty extricating his chedrer after normal moves, ableto wait for awinningshotwhile he builds his home
so I prefer Magriel's actual play. If ping to play board, and he shouldn'tbe in any danger of movinghi
back games, though, you need to be aware of the men to the low poinrs in his board prematurely*
possibility of plays like 714 and 5/3*. Under the right
circumstances, they may cerrainly be correct.
That's the i d 4 way to build up thc board.
1 2 3 d 5 6 7 8 9101112
Diagram 52: Black on roll
aIly play.
D i q 54:Black on roll -
Uauallv.- the easiest way
B extentl a prima is to slr
46. Black 63: 23/14
he back of the Iprime.
CRWTING snom
An excellent play by Magriel. LookatWhite's position.
Notice that he can play almost all his nurnks safely- That's especially true if a shot is coming soon. Black
Threes, fours, fives, and sixes bear off ch&s, while slots the back of the prime and prepares to cover with
a deuce.
49. 'White 66: 21/off(3) 22/off White rolls an ace or a deuce. In this variation,
Another gmt shot by White. Now he has only one
however, Black gets only one shot. IfWhite, for
point left to clear.
example, leaves a shot by rolling a deuce and
Blackmisses it,Black will enter high in the board
and lose any later shot vigorish.This is by fat the
weakest play.
)r
In most s e
br e D i q 60: White on roll
yourself with an even num- 79. White 63: Bar19
br on your After a long time on the bar,White finally enters. To
tv ts. kOK,White will have to cross two quadrants to get
hs checker into the home board, then bear off seven
checkers.That's a total of nine crossovers. (A crossover
75. mem't mwc.
t is just a move of a dLecker &om one quadrant to
anorher, or off the board. Counting crossovers is a
76. 32: 5/off quick way of getung an estimate of who's ahead in the
race). Black, meanwhile, is on roll needing 13 cross-
77. White m't move. overs.
78. Black 62: 6/off 614 It looks like White is ahead, but remember that Black
is pretty much guaranoed to bear off two checkers
each turn, while if White rolls small numbers, he may
fail to get a crossover.
If both sldes are, bearln!II
80. Black 53: 5/off SloR
A good roll, taking men off the highest points. 01T, and you haIve botlh
--
fewer checkers and fewer
81. White 33: 9/21. PI are alml .*
Exmilent!White should 'be able to redouble next turn.
a1 ,have : B
82. Black 63: Slaff 3/off doua~m.
Hittingamomplishtsr w o g d things:yougainground
in the race, and you escape one ofyour back checkers.
Making a point accomplishes only one g o d thing.
Two good thing art bmcr than one g o d thing
31. White31: 15/18 17118 What Snellingsre&& is that it's so hugely imporrant
This unassuming little move is an incredibly p t play, for him to break Black's 7-point that it's worth taking
the e m a chan~eof bemg hit. Once the 7-point goes,
White can move back into the outfield with some of
those checkers on rhe 1-point, and the timing of the
game will once again hvor him.
111sand c rollsten
I be esp valuablc
v
4PU'IIbe , hold yo1lr
P'rime as posrlblaB.
KILLING NUMBERS
Fortunately for him, this rolls cracks in the least
destructiveway.Whitekeepsafivepoint board, and by
breaking the &point, White kills fives. On subsequent
turns, White wi8 hop with sixes, but he won't have to
play fives since he has no checkers left on his 6-point.
Thii has the effect of preserving his prime longer.
55. White 51: 8/13 12/13 57. White 51: 13/14* 13/18
Making Ehis point has h e advantage of blocking a 66 White has a choice with this phy After hitting, he
by Bl& which would.otherwise be a winning num- could keep the chedGer ping and slot the 1Ppoinr
ber. with 13114*119. In some situations, this more bold
play is correct, particularly if White could turn the
56. Bladc65: Bad14 cube after Black dances.
After eight turns on the bat, Black finally enters. If
White doesn't get an ace or a six, Black will be in This isn't one of those situations, SinceWhite stillhas
control again. to escapeone more ch& from behind Black's prime,
doubling if Black stays out is nor an option here.
SneIling's more conservative play is dearly correct,
wen though White probablywon't ever make the 19-
point.
m
74. Black stays out. losing or winning a gammon are pretty small.
24 23 22 21 20 19 18 17 16 15 14 13
1 2 3 4 5 6 7 8 9 1 0 1 1 1 2
Diagram 8 1 :White on rou
78. Black 55: 51ofY3) 611
35. White 21: 20121 22/24 Another p t shod White has 11 checkers left against
Again, White makes a slight error. This play is safer Black's 12,so he's s u l l a big favorite. Bur Black is now
than the alternative221ofE However, 221offis slightly within striking distance.
better bemuse it leaves a position which is nonetheless
quite safe and which is much more likely to win a 79. White 32: Uloff 23loff
gammon.
80. Black 31: 3loff I/off
81, White 61: 201off Woff proved distribution may n m r matter. White's actual
play is considerable better than 21 loE21122, which
82. Black 62: 61off 21off some players might have chosen.
7 16 15 14 13
84. Black65 41offI2)
W h i t e wins 4 points.
SUMMARV:
Sylvester gets off to an early edge, doubles at just the
right time, and then displays perfect technique in
pinning Snelling into an ace-paint game. Study
Sybter's plays in this phase of the game carefully,
since this situation sises frequently in backgammon.
1 2 3 4 5 6 7 8 9101112
Diagram 86: Black on roll
~ ' v e al ready
good pa~sit'lon, Diagram 88: Bhck en rou
:ructural play may me
12. Black55 k l l 5 23/13
,e imputrtant t A nice shot, and my position improves dramatically. I
ie hit. remake the midpoint and escape the last checker. A lot
now hinges on whether Whtc mn now hit with a one
or a three. If White hits, we will still have a complex a brealahroughat the time and have since beenadopted
game. IfWhite misses, the gamewill become a holding by all the top players, They remain as valid today as
position with White anchored on the 5-point and when the book was published.
waiting to get a shot later in the game.
Let's look briefly at Magtiel's criteria and apply them to
the situation at hand:
13. White 6 3 12115* 14/20 Herethe pip count is White 155, Black 141 after
White hits with the three and then has a choice on how White's play White trails in rhc race, so a bold
to play the six. He can't move h is back men, and play is called for.
breaking the midpointwith 12118 doesn'tlook appd-
ing. The choice is between the safe 15121 and the boid (3) Who has more men back?If you have more
14/20. men back, you are inclined ro play boldly. Ifyour
opponent has more men back, you ate inclind
BOLD PLAY VERSUS SAFE P U V to play safe.
Some 20 years ago, Paul Magriel, in his great work
Backgammon, developed the criteria for deciding k- Here Whire has three men back, while Black has
tween a safe play and a bold play, Those criteria were only one man back (on the bar). This a r g w for
a bold play from White.
14. Bladc41: BarfZQ* The answer is no. Black has an advantage, since he's
Ohwell. Unlike in chess, in backgammon you only get way ahead in the race. But the game could still get very
rewardd for your good plays a percentageof the time. wmpiicated, and Bladrhasno home-board pointsyet.
White made a good play, but it didn't work. That's A double would be very premature.
backgammon.
16. Black 31: 817 613
15. White stays out. Thii roll shows just haw quickly a good-looking
White danced. Should Black double? position can deteriorate if you have no inner board
points.
Playing 711 puts a checker out of play, which I rally 20. BIackSl: Bar124 20/15*
don't want to do in this complex position. It seemslike An interesting roll. If I play Barl20, my only ace is 71
I'm going to need all 15 oEmy checkers in play to win 6. That's certainly not constructire. On the other
the game. hand, since I'm still ahead in the race, Ikn looking for
a chance to make a break for home, and thii could be
That leaves 1317 as the least evil choice. I don't like m y best shot.
Breaking the anchor now is much less dangerous than 22. Black61: 20114 15114
it was last turn.k u s e of the duplication,White only Black makes the 14-pointand mkes aim at hi 9-point
has ones and threes to hit me. and 10-point. White wants m recirmlate; Blackwants
to shut the door on recirculation.If Black can make the
9 or 10-points, recirculation gets more difficult and
White's game could get cramped.
RECIRCYLATION
When playing a back game, it's vital not to get extra
checkers stuckin your opponent's inner board. Check-
ers not needed to holdvitalpoints should keep flowing
into the outer boards. This process is called rmircula-
tion, and it's crucial for maintaining good timing. Diagram 94: Black on roll
24. Black 65: 24118* 712 This scenario doesn't look too promising for me. If I'm
The hit with the six is dear. Although White dwsn't ludcy, I might roll some small doubles and deac some
really mind being hit, I cant allow myself to get of my points successfully. If I'm d l y lucky, I'll wen
blocked in. If that happens, I could still lose going win a gammon & way. Mort likely, though, I'll get a
f o d cheder hit and stuck behind Whire's prime at a time
when my own position is in ruins. That's the basic
The play of the five should be less dear.Why deliber- strategy for a successful back game, and here, with no
ately sacrifm a checker with 712, when I wuld just home board at all, Iin vulnerable to that strateg
keep my back checker moving with 18/13)To undcr-
smnd this play, we'il have to look a little more deeply I need a better plan of attadt Fortunately for me,
into back game strategy. there's one available.
BACK QAME STRATEQtY Take a look at my spare cherkerson the 6point and 7-
First, let's lookat what happens if 1 try to rush my men point. Right now, those spares are useless to me. I can't
home as quickly as possible, let's say after 24118*113. use them to make the 4-point or the 5-point since
White will reenter, perhaps on my 1 or 2-point, and White won't break those points until he can bit a
leave his blots on the 10and 1>points. He'll tryto slot winning shot. Making the 1-point or the 2-point will
the 20-point or the 22-point, building hi b o d put them out of play.
quickly.In order to get my checkers on the 14 and 13-
points home, I'll need to hit one of hi blots, perhaps Suppose I could move those chackers backwards. If I
both blots. could mwe them back to the 13-point or 15-point,
These checkers w ill enter my board easily, perhaps thcy would become builders for the key Bpoint and
making a t h d anchor on the Zpoint or the 3-poinr. 10-point. If l could dose those points, I'd haw m t e
After that, where will I put my checkers? I'll have to squeezed! Then there might be a real chance of t r a p
make big stacks on the 6, 7, and gpoina, while ping some White checkers behind my prime and
perhaps dumping a blot or two on whatever points are keeping them trapped until his board collapsed.
left open in my board. Meanwhile, White will build
the 20 and 22-points. How do J move checkers backward? By recircdaring
them, just as White has been doing with his checkers.
So I'm going ro stm dumping those spares onto the
open points in my board. IfWhite hits them when he
reenters from the bat, I'll come around the board and
take aim at the really imporrant points in the psition
- the 9-point and the 10-point.
This strategyhas some built-in risks. I might get some
checkers caught in White's home board just as he
makes a small block. If I roll awkwardly at that point,
I might lose a prime versus prime game.
provide a bridge for White's sparesto circulate into the Diagram 97:White on roll
ourfieid,while playing314would get the spare ready to
teap with a five or a six. 33. White 65: 4/10 5/10
Ag~eatshot, whichWhite plays correctly. By grabbing
30. Black 43: BarllS* a point:in the middle ofBlack's prime, he g i m his back
As we've seen before, I'm happy to keep hitting. It wilI checkers a permanent avcnue of escape. This is much
provide me with more opportunities to recirmlate better than making the =-point, his other option.
34. Black 54: Bart l6*
I'm continuingwith myplan, akhoughWhite'slastroll
was a rwl setback for me. Still, the more White men I
send back, the h r .
1 2 3 4 5 6 7 8 9 1 0 1 1 1 2
Diagram 100: Black on roll
One thing I don't want to do at this point is hit any 53. White 42: 115 214
more checkers. Up to now, I've been hitting checkers White must get checkers to the 5-point, so he can
with the idea of keeping White offbalance and unw- release as many as possible with s k .
ordinated, unable to prevent me from making the key
outside points. That job is done; I've chided White's 54. Bladr32: 23118
position intotwo hatves, withfivecheckersin hi home H d n g toward the Il-point.
board and 10 behind my prime.
MOPPINO UP
Ideally, E wanc to keep his army separatd into the two
existing sections so that the pieces can't cooperate. My
next gads are:
Diagram 106: White on roll
Release my back checkers.
55. White 62: 5111 U4
Make the 11-point for a f
d 6-point prime. E would play 511 1 315. Releasing as many checkers as
soon as possible is the key. Trying to keep three back
game points is probably too optimistic. again recirculated. It wan't work if Black knows what
he's doing, which isn't always the case.
56. Black43 18/ll*
A good shot. Fighting for the 11-pointis top priority, BO. Bladc21: Bar124 18/16
wen if it mans hitting another White checker. Avoiding the hit, and pingreadyto cover the 1 I with
sixes and fives.
57. White 52: Bar15 19/21
White is trying to hold onto the 3-pint as long as 61. White 55: 19/24*
possible. Eorcad, but not all that bad. Notice that White can't
play any more fives or fours, which slows down his
58. Bkdc53: 23118 20117 collapse.
This gives me sixcs and swens to make the 11-point.
62. Black 41: Bd24*/20
I didn't want ta hit, but I can't avoid it.
D m 107: W h i t e on roll
SUM-:
This game began with a struggle for both 5-points.
White won the battle for the defensive 5-poinr, but
had to concede groundin the race. Black, however,was
not able to build any inner-board points. During the
hitting bade which followed, White was able m
construct a 4-5 holding position.
-
Cmwfnrd Gsme In tournament play, the Crawford
Game occurs when one side is one point from
victory. In this situation, the doubling cube following turn you will have different numbers
cannot be used. After the Crawford Game, ifthe on the dice to accomplish different objectives. A
match is s d in progress, the cube a n be used good offensive maneuver. See also duphtion.
normally
-
Double To turn the doubling cube one notch,
Cmsmwr - The movement of a checker from one thereby doubling h e value of the game. The
quadrant of the board to another, or off the player who has been doubled has the oprion of
board h r n the home board. accepting the cube and playing for twice the
value, or ddining and paying h
is opponent the
Crossww Count - The total number of crossovers original stake. Once a player has accepted a
required to b a r off all checkers. Once all the double, he "owns"the cube and only he can
chackers are in the home board, the crossover double again.
count is 15 or less.
Downside - What you lose if you take a risk and it
-
Dead Cube Ina tournament match, a cube is said to baddires. See also upside.
be deadwhen the player owning the cube has no
reason to wer doubie. For example, a player who Duplication - Playing your mow so that your oppo-
is two points from winning the match and who nent needs the same numbers on the dice to
owns a 2-cube will nevcr double, since he mn acmmplish different objectives, thus ensuring
win the match with the cube at its current level. that he has fewet rolls working for him. A good
defensive maneuver. See also diversification.
Direashot-Ashot atacheckersLtorfewerpip away,
so that the chedrer can be hit with a single -
Front Position The collection of blockingtattacking
number on the dice. points in your own home board. In our dia-
grams,Black's front position is his points in the
Disengagt -
To break all contact, so that the p i t i o n area of points 1-8.
becomes a pure race,
Full P k - Six points in a row.
-
Diversi6cation Playing your move so that on the
Gammon -Winning the game by bearing offall your Longshot -An unlikelybut powerfd roll.The chance
checkers before your opponent has borne offany ofrollingasingle double, Iike 66, is 35-1against.
chedrers. The player winning a gammon wins The chance of rolling a single nondouble, Iike
twice the value of the cube. 65, is 17-1 against.
-
thing P o d To attack by building forward Losing Your Market - To have both a very solid
points, constructing a prime, and putting your ahantage and some h a t s which, ifexecuted,
opponent on the bar. will fbrce your opponent to drop a later double.
Home Board -The quadrant of the board to which a Midpoint - Black's midpoint i s the 1 I p i n t in our
player needs to movehis checkersfor thebearoff. diagams. White's midpoint is the 12-point. A
In our diagrams, points 1-6 are Black's home good strategic point to hold in the early game
board, points 19-24 are White's home board. since it provides a lm&g spot for the back
Also known as the Inner Board. checks and controls the outer board
Inner Baard - see Home Board. Money Gamc- Agame played for money,in which the
cube can always be turned, if available. Tourna-
-
Knmikaze Play Breaking points in one's own inner ment play differs from money play in that many
board in h o p of getting the checkers recircu- situations arisewhereaplayer mnt (orshouldnt)
latod. A back game strategy. turn the cube. Good tournament players must
be d e n to these situations.
-
hint A vital point which conveys a big advan-
tage to whichwer pkyer mn make it first. Nullo Play - A play that can't be better than an
alternative play, no matter what the sequence of
W i g Numbers -To play your roll in such away that dice rolls is. Making a n d o play is the worn
some numbers on the dice can't be played next possible logical blunder.
turn. A useful way to slow down h e deteriora- +
tion of your position in a priming battle. Outer b a d -The points numbered 7-18, which are
not part of 4th- side's inner b o d .
Permanentb -An asset which can't go away after -
Undoubled Gammon In tournament play, winning
a single lucky t h m by the opponent. a gammon with the cube still centered at 1. An
undoubled gammon is worth two points.
Pip Count -The total number of p i p needed to be
rolldon thedice to beu offallyour chackers. It's -
Upside What you gain if you take a risk and it
calculated by multiplying the number of a point succeeds. See also downside.
by the number of checkers on that point, and
adding the to& together. At the start of the
game, both sides' pip count is 167.
-
Rechdation Keeping c h e h in play by having
them hit and then reenteringthe game from h e
opponent's home board.
-
SIot Placing a blot on a point with the idea of making
the point next turn.