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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 ,

In a ypical tournament, about60%ofthe prize money


k domed to the main mmt, with 30% in the
Cansolationand 10%in the Last Chance. Of course,
the exact percentages and prizes are up to the tourna- dcsirad rod, the match is over and he is the winner.
ment organizer. In addition to the main tournament
with its Consolation and Last Chance,there are usu- In tournament play, you don't have to doubIe to win a
dy manyjackpotsandside wents ping on atthe same gammon. Thafs different from maney play, where in
time. Some players have been knawn ro play aver 100 most dubs the doubling cube must be turned for a
matches during the course of a week-long competi- prnmon or backgammon to be scored (the Jacoby
tion. Rule).

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.

The idea of a Pro-Am doubles tournament was the


brainchld of Lewis Deyong, a backgammonpromoter
from London. The format is a doubles tournament of
16 teams, each consisting of a top tour professional
paired with an enthusiastic amateur.

In 1998, the Pro-Am Doubles Championship moved


toTurnberry Isle, Florida.The followingyear it moved
again, hiis rime to La Vegas, Nevada.Although it used
to be held in February, it now rakes place in Las V v
every November.
Notice that W'YCn u m M aIl the p o d on the
board, starting with point numba 1 in the lower left
and going all the way to point n u m k 24 in thc upper
Icfi. Usingthese point numbers, wecan dewibe all the
moves of a backgammon game-

Backgammon games are recorded using a method


In Diagram I, Black is moving d M e . His pi-
called ba&pmmon notation. It's easy to learn, and it
movc from the upper left quadrant to the right auoss
lets us replay a backgammon game whenever we want
the top half of she board, then to the lcfi along the
to. Let's see how it works.
lawer half ending up in the quadrant on the lower left.
Black's pieas always move h m higher numbctcd
D i 1 shows the starring position of a backgam- poinu to lowcr numbered pints.
mon game:
White5 piemmove intheopposite-direction,counter-
dodrwisc. White's piaces end up in xhe upper left
quadrant.

Suppose Black won the optning roll with a 3 1 (Black


rolled a 3 and White rolIed a I, so Black would r n m
first), and wanted to make his 5-point. In bajrgam-
mon notation, w e would write:
1. Black 31: 815 &5

Thii says: O n the fist roll ofthe game, Black rolled 3 1,


andmdapiecefmmtheS-pointto the 5-point, and
anothcr picce horn the Gpoint m the 5-point.

The d t i q position would look like this:


Ifyou've understood chi so fir, congratulations!You've
mastered backgammon notation.

k e are a ftw more shorthand notations that you'll


see throughout the book. They are as follows:

Rolling doubles. When a player rolls doubles and


moves his ch& in pairs, the move Looks like this:
3. White 11: 19120(2) 171I8(2)
This means White m o d two checkers from the 19-
point to the20-point,and two more from the 17-point
Now suppostthatWhite mlleda63, and electedto run to the 18-point.
with one of his nmr checkers on the 1-point. We'd Hitting a blot. When someone hits a blot, we use the
write: symbol *, like this:
2. White 6 3 1/10 4. Black 63: 2415'
and the pasition would naw look like chi: This means Black m m d a chadter from the 24-point
to the 15-point, hitting a blot and sending it to the bar.

Bearingof€.We indicatethat checkers were borne off


with the notation /OK.For instance:
24. BIack 65: 6loff 5Joff
This means Black rolled a 65 and bore off rwo check-
ers.
That's all there is to it! When you play through the
games, wmpare the position on your boatd at home
with the diagrams in the book. Within a very short
time you'll be d i n g the notation flawlasly
1. BlackG2: 24/18 13111.
This is the modern way of playing an opening 6-2.
Wth dtt 6, Blackmom out to the opposing bar point
(the 18-point), hoping that one of two thinp will
happen: either White will fa11to hit this blot and Black
wiZl roll another 6 and &or on the bar point next
Billy Horn, a New Yorker,w s recognized as one of rum, or White will hit the blot but lave a blot of his
the very top players in the world for some time. He's own, anda~hirbyBlackdgaiainalotofground
the only player ro win the World Cup twice, in 1390 in the race. W~ththe 2, Black puts a budder on the I 1-
and 1334. He also won h e Athens tournament in point, which can be useful in the future in making the
1394 and the Bahamas Pro-Am in 1991. He mired in 5-pint, 7-pint, or Ppoint.
1398.
Black had 4other ways of playing this roll which
MatthiasPauenisoneofthe mnpt German$aytts. aren't seen very much anymore in master play. Let$
His best result so far was second place in the take a lmk at them.
Tarrequebrada tournament in Spain in 1932.
He could haw uiad running all the way with a back
The firstgame we'll study was played in the semifinals man: 24116. This leaves fewer hitting rolls for Whire,
of the great Athens tournament of 1994. The match so on the d c e it's a saferplay.The problem with the
was to 23 poincs, and Horan was the eventual winner. play i s that it's not consmaive. If Bkdc is hit, he"s
We're ping to Iwk at Game 5 of the match; at this accomplished nothing, &ie m n if he's missad, he'll
point Pauen leads Horan 4 to 3. still have the problem of getting that blot to safety next
turn.

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

A second key god (actually just as important as the


first) is to make an advanced anchor on the oppnmt's
side of the board; in Black's m e , on the 20-point, 2 1-
point, or 18-point.Achievingbothofthedsta~lyin
-
the g a m ~ an advancad anchor plus one or two BGcy
blocking points -virmdy guaranteesa big early edge.

The strength of 24118 and 1311 1 compared with the


running play of 24/16 should now be pretty dear.
Diagram4: White on roH
Playing 24118 starts a kqr anchor; playing 13111
brings a new builder into play for the 5-point and the
7-point. Runningwith 24116 doesn't start fighting for
2. White 5 5 17/22(2) 19124*(2).
A powerfd response by White, making nro inner-
ary key point. That's enough to make it a loser.
b o d points while purting Black on the bar.
Another reasonable play which u d to be popular
some years ago is simply 1315, using the whole roll to This is usually the right way to play an early 5-5 if your
opponent has split his back men. (Ifhe still has both
start the 5-point. While not a bad play, it d y requirts
men on the ace-poinr, the correct way w play a 5-5 I s
Black to throw a one n m turn to create a good
to move two men from the 12-point to the 22-point.)
structure. (Assuming he doesn't gt hit with a four,of
It p u immediate
~ pressw on Black, who will be
course).
doubltd if he mn't enter his checker from rhe bar.
The Wing among today's top players is that playing
3. BIack 52: Bari18.
24118 and 1311 1 creates a better balanced position,
with chances for d d o p m c n t on b t h sides of tht
A good roll by Horan secures the viral dchsive
anchor,effectivelyequaling the position. Now Black
board.
w n turn hi attention to building forward blocking
points.

4. White 5 3 114 12117.


Not an especially good roU, but White's play is clearly
the best available. the 5, White remakes the 17-
point, cleaning up a blot in thc proms. With rhc 3,
White splits hi back men, trying to make an advancad
anchor of his own on the 4-point.

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.

PIAYINQ FOR FLEXlBlLlTY


Top players understand that to build powerful p i -
tions, you must be willing to take reasonable risks. quickly. Blackwill be able to cover the Mot on the 4-
Once in a while, you can build a strong prime by point, and he'lte in great position to make the 5-point
throwing a scrits of perfect numbers, but mostly that quiddy. Whitc could find h i d f facing a powerful
won't happen. The dice won't always let you start cube in a turn or two.
gama with rolls like 3-1,4-2, and 5-3, filling in your
b o d To create g o d positions, you've got to be In addition, Horn has diversified all his checkers.
willing to slot key points (place a checker there which Instead of big s t a h of checkers piled on tht &point
you hope to c m r the following tutn), and attack your and 13-point, he now has d l hi checkers in play,
opponent when he moves to the points you want to preparing to cavtr or make strong points in the future.
build. That's winning badcgammon.
Now suppose White docs enter and hlr. Black Ms
Suppose, for instance, that Black plays the super-safe further behind in the race, but that's not necessarilyso
1116. What does White have to be concerned about? bad. He's quite a bit behind already as a result of
He'll be able to make an advancd anchor with any 3, White's 5-5throw, and being a Iitrle more behindwon't
or to run one of his back checkers to safety with an 8 nocrJsarily affect hi chanaes all that much.
or an 11. However,he doesn't have to do either, since
he's under no pressure. As long as Bl& p e is #re% a Ikey secret thalt
completely undeveloped, White a n proceed as he
Iplayers under:stand: llr
chooses.
Y"' wady a;ubstann
Top players understand that the super-safestyle leads tia rid In thcr race, 11t
nowhere.Instead, they tryto put their opponentunder .. .

pressure to perform with wery single roll. - help your


may actually
to fall r
Now i d look at the merirs of Horan's actual play, 61
4* and 13110. SinceWhite is on the bar, he h s t has to h

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.

Viewed in this light, Horan's play looks much better


chan the feeble safe plays. Me's taken conmI of the
board and he's dimtingthe tempo. Wth apmr roll on
mite's part, ht might win the game in a turn or mo.

Before we l m this position,we need to look at one


other possible play: the doubl+hit, 614*11*. It might
seem that if hitting one checker is good, hitting two
checkers is wen be-. Indeed, that's often the case.
Diagram 6: Black on roll
Hae, however, it's not such a strong play. Even if
White fails to hit the blot on the 1-poinr, he still wants
m enter both his checkers in Black's home board. 7. Black 64: Bar121 11/5*.
Entering on the 21-point is forced after which Horan
has a choice betweenhitting on the 5-point or hitting
The checker on the 1-point will remain a liability in
on the 4point. Since the 5-point is more valuable than
any future exchange of hits, while if Black covers it,
the 4-point, Horan hits on the 5.
he'll have made a point deep in his b o d and out of
play. Top playets aren't eager to make the 1-point early
Why is the 5-point moreduable? Look at it this way:
in the game. You shouldn't be, either.
if Back makes the 5-point, and White anchors on the
4-point, White's checkers are obstructed behind thm
6. White 53: Bar15 114*.
Mocking points (the 5-point, 6-point, and 8-points).
Entering with che 5 d m White to hit with the 3,
On the other hand, if Black makes the Cpoint and
gaining some ground in the race. A good throw for
White anchors on the 5-point, White's checken are
White.
not nearly so blocked. In general, you should t q to
make your points in order: first the 5-point, then the
4-point, then the 3-point, and so on.
8. Wte 61: Bad1 4/10*.
White can'thit the blot on the 5-point, but he picks off
the blot on the 10-point instead.

9. Black 64: Bar12 1 1317.


Making the 2lpoint gives Black two strongdefensive
anchors (the 2 1-point and the 1&point) as a fallback
posiuon, It will be very dificult for White so move hi
checkers past those two points without leaving some
shots later on. With the 6, Black simply slots the next
good point, in this cast the 7-point.
D i p 7: Black an mll
10. White 43: 1/5* 12/15.
Hitting with the 4 is certainly dear, but the zhree is I 1. Bhck 63: Stays out.
awlward. White m d d make a saft play by moving 191 Black would have liked to enter, but staying out ist'
22, but that puts a valuable buader out ofplay. On the too serious. He should be able to reenter next turn.
1Ppoint, the checker is a builder for both the valuable
2bpoint and the less valuable 23-point. On the 22- Should White double! No. In order to double, you
point, the checker is a builder for only the 23-point. need to have both a very solid advantage and some
threatswhich, ifexccuted, will Eorce your opponent to
Instead, White statts the IS-point with one of the drop a kter double. This is known as losing p u r
s p a on the midpoint. Risky! Not really. Since Black market. If you mn't lore your market-that is, if your
is on the bar, he doesn't have many numbers that h t h best won't be enough to make your opponent give up
enter and hit. In addtion, m t e would have no later-then you shouldn't double yet.
difficulty reentering a checker since Black hasn't yet
kgun to build his home board. In this position, VPhite has an advantage, but it's not
going to change very much from turn to turn.A p o d
result for Whitewould be to safety a couple ofhis blots.
Black will then most likely enter his checker from rhe
bar. At that point, ifVhite doubled, Blackwouldhave
a very dear take. So there's no reason for W h i t e to
double now.

12. White 41: 12116 15/16.


The 1Gpoint should be a usdul landing spot as White
tries to maneuverhis ch&s toward the home board.
He could have made the 15-point instead (1011 5), but
the 16-point is better.

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

offensive point with his ace. cngage Ifrom ther back

By moving the rearmost checker first, Pauen keeps his


formation compact and better coordinated.

If White had tried 10117 instead, his rear checker


would be subject to attack, and ewn if it survived the problem is taken care of, White can concentrate on
attack, White would bt a big underdog to get the filZing in hi 23-point and 20-point. Note that when
h e d r e r to safety. Notice that if Blackmim this three the attacking play fails, 'White's advantage evaporates
shot, White should be able to pick up the blot on the
immediately.
10-point without much dificuly.

15. BIack21: 13/10*.


Horan has a choice here. He could build the most
valuable point in his home b o d by moving 715 615.
There's not much point to a strong blockingposition,
however, if there aren't any enemy c h e h to block-

-
Horan correctly sends a White checker back home.

wan a choice IsetweerI


-.-,
...,, hit
:ting and buildIna- -
tlnIg wlll ti ?

fn most (b Diagsam 9:Black on roll


.--
tlona.
h
17. Black 64: 1319* 10f4.
16. White 63: Barl9. Hitting with the 4 is clarcut. The play of the 6,
White enters and hops Black's small blockade. however, p m t s a difficult choice. Horn could try
21115, aiming to control the outfield Jf his blots
Some might ask, 'Why not the attacking play, Bar13 survived, he could follow up by making the 9-point or
and 17/23*!" The answer is that White doesn't need to the: 10-point, extending his growing prime.
attack here. He already has a good position and a big
lead in the race. What he needs to do is get his back The problem with that play, however, is that Black
checkerto safety, m that hedoesn't have toworryabout would have lefi himself veryexposd. Wlth five blots
Black's building a prime in front of him. Once that suewn amund and no anchor in White's home b o d
aluckyhit by White could knock Blackout of the game-
on the very next roll. That's too big a risk to take,
especially sinceBlack's two defensive anchors give him
excellent long-term chances.

Instead, Horan makes the veteran's choice: he d y


slots his $-point, aiming for a small gain if White
miss= this shot, while risking vuy little if White hits.

18. White 51: Bar11 12/17.


White misses and can't escape, so he is content to bring
a builder to bear on the key 20-point. White's game
will improve greatly if he can i
llin that vital landing
spoc
21. BlackZ1: 715 615.
19. Black 52: 23/18 614. An imaginative play by Moran. He'd like to move hi
An excellent roll. Black covers the blot in the most spate checker on the 18-point mund to join in the
efficient way, with a deuce, while with the 5 he mc)w b a d e for the 5-point, but unfortunately, it's block!.
his rear blot to a position where he can bring it around He could play safe with a move like 916 or 917 817.
to the 9, 10, or 11-point nem turn. Black has four Instead, however, he deliberately opens up the 7-point
to makt the 5-point! What's hi idea? .
checkers committed to holding the two anchors for
s d more turns, and he needs all the rest of his
checkers working to strengthen his gmwing prime. Horan recognizes that he has too Eew checkers on the
scene to neady mah a 5-point prime (five points in a
20. White 55: 12/22(2). row) by waiting ro throw just the right numbers. By
Essentially a forced play. With theloss ofthe midpoint, f i l b g in the 5-poinr, he uses the few checkers he has
White's mu checker is getting stranded. White will to maximum advantage. IfWhite doesn't immediately
need to extricate it very quickly. throw a 6, Horn can cover the 7-point next turn with
any 2, creating a very strong position.
Andwhat ifwhitedmroll a G?That'sacalculatcd risk, 24. 'White 52: 12/19.
of course, but in that cast Horan will fall back on his A g o d throw. The checker mmes to safety, and is
primary game plan - using the anchors on the 21 and usefully placed to make the 5-point.
18-pointsto generate a winning shot late in the p e .
25. Black21: 9/7 817.
22. White 65: 117*112. Horan makes four points in a row. EquaIlygoodwas61
White throws the 6 and pops into the oudidd. Black 3, starting the 3-point.
will haw to win from his holding position aftm dl.

23. BIafk44: Bar121 1816.


Horan enters and brings another spare to bear on the
3-poinr, the next point he wants to m a t .

ShouldWhite double now?Not quite. If White is able


to mow his checker on the 12-pointto safety b
s turn,
say with a roll of 6-2 (12113) he'll be in an ideal
position M double. Blackwould still have a take based
on his chances of hitting a game-winning shot later in
the game.

However,there's a ansidtrable chance that White will Diagram 11:White on roll


not be able to safety that chedrer. In particular, all of
the folIwving throws would leave that checker in White wdd reasonably double now, but he chooses to
jeopardy: 66,33,62,63,and 21. That's atotalof9 out wait one more turn.
of a possible 36 dice throws,or 25%! White's proper
strategy is to move the checker to safety, then offer a 26. White 51: 17123.
perfectly-timed double. Paucn correctly leaves the White can't dear either outside poinr, so he moves the
cube in the middle. odd checker to the 2-point.
27. Black 42: 812.
Black rcaliy wants to make the 3-point next, but this
roll is particularly awkward.

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.

Diagram 14: White on roll

38. White 11: h / 2 * 20121*(2).


White foUows up his d l roll last turn with a gmt Diagram 15: Black on toll
shot this turn! Note that White had some rally bad
numbers. Throwing 13 or 14, for instance, rwuloed in 41. Black63: Bad19 13110*.
White's entering on the 1-point and breaking the 20- Black hits and is back in control.Another huge swing!
42. White 32: Bar12 21124. White to shoot at. Note too that not hitting White at
WhIte enters but breaks his bard, which d n s his all is not an option. Black must prevent White from
chances. Black can now hit with less chance that he getting into the outfield, if he can.
may end up trapped on the bar.
44. Whitt stays out.
Should Black be thinking about doubling? Not yet. Bladis making progress, but he still needs to dose the
White still has good chancesof escaping Bladc's blodc- 3-point before he mn double.
ade and running home, and he might wen stilI be able
to win a gammon with a ludry throw. The time to 45. Black 53: 18/13 1219.
double wil
l come later. Nice play by Horan. Hi outfield coverage is now
excellent while he's blocked'Xrhite's potential winning
n u m k of 36.

46. White stays out.

Diagram 16: Black on mII

43. Black 11: 19/18 1019 312*(2).


Bhck could have usad thiswhole roll to hit loose on the
2-point (6/2*)but his actual play i s better. He has g o d Diagram 17:BHck on mu
control of the outfield and no immediate targets for
47. Black63: 913 613. aftcr which Black will make the 7-point. Once he has
A great shot. Now Black is on the verge of doubling. six points in a row,it's an easy matter for Black to dose
his board:He just has to move his spares into hi home
48. White stays out. board, slot his 1-point,and c m r it.

If Blackgets hit in thisp c e s s , it's no problem:He just


reenters hi spare, brings it around, and tries again.

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?

That's a question which backgammon theoreticians


have already figured out. The answer is 11%. That's
not close to the 25%thatWhite needs to take a double,
so he correctly passes.

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.

Nact turn Blackwill either rn& hi 7-point (if he rolls


some combination of 2s, 4s,and 6s) or slot hi 7-point
by sticking a blot there, hoping to cwer next nun.
White will have one chance ro escape by rolling a 1-6,
Horan maGcs a daring but questionable take, and
Nm White's Paum rolls very well to ehniiare most, but not all, of
Tm:- Horan's chances. Horn finally hits a desperation shot
lance8
on the 19-point, and eventually fills in the last k q
men off point in his b o d . With only thm checkers OKPauen
V U &
.,*, *W has to pass Horan's eventual recube to 4.
Twc1 men &
Three men off Two aspects of this game repay close study. The first is
Fou
-.
. m m t l
I

I Horan's aggressiveness in trying to build hi board


Pive 25% when he has the security oftwo defensive anchors. The
second is Horan's placement ofhis pieces to control the
ou&dd after hitting his last shot. His control pays off
These situations come up fairly fquently, and the and he is able to catch Pauen's last checker coming
knowledge contained in this table may make (or save) around
you a lot of money. Learn it!

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.

After hitting achedcerkter,Horan takes extraordinary


chances to try m build a prime quidJy, knowing that
he can always fall back on his holding position later.
Paucn finally escapes, and offers a powerful double a
couple of turns later.
Vegas Open in 1931. It's a match to 1I pints, and
right now the score is Snellings 9,Magriel 8.

In this gamewe'll see swecal examples ofstrategic ideas


that we haven't seen before - checker and cube dtci-
sions that are heavily influenced by the match score.
Wdm SneIlinp emerged on the backgammon scene In the a r l y stages of a match, with many points to go
in 1998 and was immediatelyrecognized as one of the hr each side, cube and checker play tends to look just
world's top players, In the balloting to determine the 1ikemoneyplayAt thelater s w o h match, withjust
rankings of the world's best, he was voted #1 it1 1933 a few points left for one side or the other, players have
and #2 in 1995. He retired in 1999. to take the score into consideration. Let's see just haw
this works for our ~ W Ocombatants.
%d Magriel is one of the all-timelegendsof backgam-
mon. He won the second tournament he ever entered PLAWNCI TO THE SCORE
-
-the Aruba tourney of 1971 and he's been winning At this score, Magriel needs 3 points to win the match,
major tournaments ever since. His major victories while Snellingsneeds only 2. Magriel's doubling strat-
include badc-to-back Children's Hospital tourneys in egy is not very different from a normal money game,
197475,the World Championship in 1978,ha&-to- or horn a situation m l y in a match. Hi doubles get a
back Bahamas Pro-Ams in 1994-95, and the World bonus in hiis situation, since if he gives a cube and
Cup Consolation in 1996. He$also the author of the Sncllings accepts, Snellingswill never redouble (as we
classic book Backgmmotp, which taught a generation said, he n d s only two points to win). The terminol-
of players about the elements of backgammon strategy. ogy for this is that Sncllmgs will own a dmd cube.

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.

Diagram 19: White an roll

3. White 41: 19120 115


Covering the 20-pint with the ace is of course com-
pletely dear. The play of the four offers a few options.
5. White 22: Bar14 12/14*116
A great comeback, entering, hitting, and building.
The first two deuces, Bad2 and 12/14*, are clearly
forced. With the Sart two, I prefer 115, building a solid
anchor, to Magriel's play 214 and 14/16Magtiel's play
offers more flexibility and more future p o d rolls; the
other play offers a solid asset for the rest of the p e .

6. Black 42: Barl21 6/4*


The only safe play here, Bar121 and 816, is hopeless,
leaving Black with no position and White with a M y
developed game and plenty of attacking chanws.

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.

10. BIack64: 1014* 814


A firs-rate play by Snellings. There was a tempting
9. White 43: Bad4 k 1 3 alternark of 8/4* 22116* hitting two men, but
Farced. SneMing's play is better. Met the double hit, Snellings
would lose all of his advantage if Magriel then reen-
tered with a four. Snellings play illustrates a key prin-
ciple:
12. Black42 Bat121 13/11
W EouM, 14 a With the four,Black I& up a permanent asset. With
it asset, the two,.he begins to develop the checkers on the
PC r-
---A ---Ems
midpoint. Good play.
asam WIII w o r m rwr
Manen~

wlu the n 19game!9 13. W h i t e 6 5 2/11*


W hile a t ry assert A strong hit, and of course White had no other
consuuctive play.
m one next turn.
14. Black 32: Bar/22* 13111*
Afmeshot. Black is firmly in control ofthe gameagain.
11. White 62: Bar12 16122* 15. White stays out.
White must hit to keep Black off balance. A dreadfid position for White. Should Black double?

Diagram 23: Black on roll Diagram 24: Black on mu


The answer is no. This might surprise many players So BlacKs c o r m strategy is to leave the cube alone,
who are usad ta money play but not tournament play. attack Whioe's blots,and uy to &eye a blib closeout.
Let's sat why Black does better to leave the cube in the At the very least he could pin Whire in an ace-point
middle. game or a deuce-point game, which would still o&
good gammon chances.
PIAWNOI FOR AN
UNDOUBLED GAMMON Suppose Blackgoes ahead and doubles anyway. Should
What makes this position so strong for Black is not that White give up the game in that case?
he will win almost all the games. It's that many,if not
most, of his wins will be gammons. By leaving the cube Intcrcscingly, White should rake quickly! This might
in the middle, he d win the game and the match seem counterintuitive at first. If Black's game is so
when he scores a gammon win. (Runember, Black strong that he should play for a gammon,how could
needs only rwo points to win the match, while White White be thinking about talung?To see why, we have
needs three). to consider the match score again.

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.

There will dso be games where Bkck's attack simply


&ls outright and White is able to win by budding a
prime of h
is own. Overall, playing for the match right
here would be by fir White's best choiae. Diagmm 25: Black on roll
16. B l d 5 3 : 1318 613* 20. Bladr51: 1317
Playing for a gammon, Black naturally attacks on the White gets a lucky break as Black Eails to cover the 3-
3-point and b r i n ~up the reserves. point. Black's play not only brings a newwver number
for the 3-point, but prepares to make the bar if the
17. White 43: k / 3 * a d slows down.
A good shot, slowing down B l d s momentum.
21. white Hay out.
18. BIack52: Bar123 8/3*
The attack continues. 22. Bladc42: 713 1119
With the 3-point made, Black next taka aim at the 2-
19. White stays out.
p i n t or thc 7-point. The 2-point is more impormnt
right now, but, k i n g farther away fium Black's spare
checkers, it will be more difficultto make.
23. White 21: Bart I. Bar12
A great shot! If Magriel can enter his last checker
quiddy, the game may start to turn around.

Diagram 27:Black on roll

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 .

If the checker is Heon the 9-point, it has the potential


oflater making the now more valuable 7-point. This is 31. White doubles to 2.
h e kind of subtle yet deadly accurate play that sepa- The game has turned around completely in the last
rates the world-dass professional from the merely three turns. Now it5 Black that has two men on the bar
dented amateur. with more vulnerable blots in danger. As we say,
That's b+mon!" The nature of the game is such
that massive sudden swings of fortune are relatively
commonplace.
28. Black stays out.
Avery big change on the last two rolls. The position is T1he good player nR U h~ a'e
now starting to swing in Magriel's favor.
e fmrtitude to :adjust t:o
t km
-. .,-
these swings witmout 10s-
-
29. White 64: 17/23* 19/23
Very strong roll. White makes another inner point In r contra4.
while putting a second Black checker on the bar. -
Building that mental mindset is as much a part of
30. BIadc stays out. becoming a top player as masreringwhento dot apoint
or break a prime.

Back to our actual position. As I said in the introduc-


tion to this w e , White's doubling strategy in this
situation is more or less the same according to normal
strategy principles.

He can profit from a gammon,althoughnot as much


as in a money game (a gammon here earns him only
one exua point rather than two).This is a reasonable
money double with two Black checkers on the bar, so
White sends the cube over.
Diagram 28: White on roll
32. Black takes.
Also reasonable. Black has an advanced anchor (the
2 1 -point) and a strong home b o d with some VPhite
checkers blocked. IfWhite doesn't throw a 5 or a 6 this
turn and Blackenters a checker, he'll be in good shape.

33. White 55: 17/22*(2) 2$7 12/17


A great shot, in fact, White's best number. Three fives
are clear: making the 22-point on Black's head and
hopping out to the 7-pint from behind Black's prime.
The last five, howwer, might seem unusual m some
players. Why play 12117, exposing himself to a roll of
44 by Black, instead of safely playing 15120 or 7112)

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.

Diagram 30: White on mu


44. Black51: 21116 312
41. White 21: 7110
Black could play safe with something like 611 312, but
White begins to maneuver his men on the 7-point
that's an awful play. With his home board shattered,
home. The 719 718 play gives better outfield m m a g e
Black would have little or no chance of winning even
but laves too many blots if something goes wrong.
if he hit a lucky shot later. Snellings correctly contests
the outfield while he still has a b t e n i n g board.
42. Black 33: 24121 613 512(2)
A bad throw. Black ps q u d and the first crack
45. White 65: llE16*122
appears in his home board.
Hits and goes ro safety. Wth the game mostly won,
White has no need to leave extra shots in the outfield.
43. W h i t e 41: 7/11 10111
From now on, he should play as safely as possible.
White's checkers piggyback their way t m d home.
46. Black stays out.
47. White 51: 7113 difficultthan expected.Meanwhile,the ch& on the
Moves closer to home wKde keeping double cove rag^ 11-point is now under diect attack. Actually, it's not
of the vital 1 G and 17-points. as easy to safety that checker as you might imagine...

D i q 33: Wh;te on roll

51. White 21: 11113 13/20


Oops. White has to leave a direct shot. In fact, 11 of
49. 'White 51: 13/19 White's 36 numbers failed to get that checker to safety
Now that Black is in from the bar, Whltte Ifas m bz very (21, 12, 51, 15,32,23,64,46,66,33, and 55).
careful leaving blots around. Since he d t safety the
checker on the 1I -pointwirh this roll, he picks UP the Although White has to leave a d i m shot, he does have
checker on the 13 instead a choiceofwhere to leave the shot. Most pIayers would
automaticallymove 11/14, bringing thecheckcrdostr
50. Blacks: 21/17(4) to home. Magriel makes the bmcr play, 11J13 19/20.
A great shot. White is still a substantial favorite, but Do you see why laving the checker on the 13-point is
clearing the 15-point in a roll or two may prove more better?
White's first prioriry is playing the roll as safely as 55. White 66: 18124(2)
possible. Moving 11/14 allows Black to hit with 15 Forced play, but by giving up the 18-point, White har
numbers: all threes (I 1 numbs) plus 52,25,12 and fewer rolls which clear the 15-point safely.
21.Moving 11J 13 13/20also gives Black 15 hi- all
foursplus 53,35,13,and31. Sointermsofimmediate
safety the two plays are quivalmt.

The next consideration is to see if either move gim


Black an awkward number to play. Here there is a
difference. If White plays 11114, any Black roll which
does not hit can be played safely by moving off the 17-
point.

In contrast, if White plays 1 I I13, Black has a problem


with the roll of 21. Black won't want to leave a direct
shot with 17/14 (he might get gammon4 if he got
hit), so instead he will d e n his board a little by Diagram 34: Black on mU
phying 31 1 211.That's not a big concession,but there's
no reason that White shouldnt try for that sequence. 56. Black 11: 915
h x u a t e play by Magriel. The fartest way to make a key point is to first slot it,
then cover it later.
52. Black51: 17111
Black rnissts,so he starts to move builders into position 57. White 61: 15/22
to remake the 5-point. Another f o r d play, and now here's a potential win-
ningshot for Black. He can hit with any two or six, or
53. White 61: 13119 22123 I1,51, 15, or 33, a total of 24 numbers out of 36. A
Home free. Next job is to dear the 15-point. That hit isn't guaranteed to win, however, b u s e Black's 5-
won't be easy. point is still open.

54. Black 53: 1719


beat off against contact (Black's ownership of the 21-
A key miss. Now the win is pretty much assured for point creates contact as White tries to clear the 19 and
White. There's also still some chance Black could be 20-points)is to strip down to two men on thelast point
(the 19-point) as quickly as possible, then dmr that
point with a good t h m .

Usually however, safety is not the o d y issue. In this


case,White also has to think about the possibility of
winning or not winning a gammon.The best way to
win a gammon is almost always to bear off c h e k as
fast as possible. Thatconsiderationargues forMagtiel's
actual play, 15/20 2210ff.

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

Diagram 36:Biack on roll

62. BlacIcbl: 1115 7/6


Black could play 1316, wasting no pips in his race to
save the gammon. Snelling's a d playwastes one pip,
but it's correct since making the 5-point greatly en-
hances Bladis winning chances in case he docs hit a Diagram 37: Black on mll
last-minute shot (in this position, Black is only about
8% to hit ashot as White tries to dear the 19- and20- 68. Black43: 21117 916
points). Black could stickaroundfor another turn, hoping that
White would t h m 61,5 1, or 41, which would give
63. White 65: 19loff 2 0 l d Black a chance to hit a winning shot. However, an
unlucky sequence could then easily wst B l d the
64. B l d 44: 2115 gammon,so he's right to run.
This roll pretty much guarantees that Black will save
the gammon. 69. White 44: 20124(2) 22/0ff(2)
White wins a sin& game worth 2 points and takes a
10-9 lead.

SUMMARY
Pay close attention in this game to the interaction
between match score and cube h & g on the part of
both players.

SneZLings starts out with an early advantage. In a


position in which he would easily double in a money
game, however, he declines to turn the cube, since he
has the possibility of winning the match with an
undoubled gammon.

When the advantage suddenly shifts the other way,


however, Magriel insmndy doubles. He remgnizesrhat
giving h e opponent a cube which can't be retuned
becauseof the match score entitles him to double quite
aggrcssiwly.

Magriel goes on to win the game and take a 10-9 lead


in the I 1-pointmatch. Had SnelIingscarcless1ydoubled
{as many players would have) he would have lost the
entire match in this game.
3. White 62: Barl2 1/7*
In and hit. White's opening play of a 62 has succeeded
since he's now gained considerable in the race.

Mike Svobodnyis the only player to havewonboth the


World Championship in Monte-Carlo (in 1984) and
the World Cup (in 1992).He's one of the most feared
pros on the international circuit.

This game was taken from a ransolation match in Ehe


World Cup of 1988. At 'the time of &is game, Magriel
was leading 12-9in a 25-point match.

1. White 62: 117 12/14


This is the standard opening play with a 62, splitting Diagram 38: Black on roll
the back men to make an advancadanchor, while vsing
the deuce to bring down a builder. 4. Black21: Bat123 817*
The first d y d i f f i d play of the game. Magriel's
2. Black 21: %I?* 13111 play, entering and hitring, is certainly reasonable, but
Hitting with the ace is of course clear. With the deuce, it does l a v e two exposed blots. More importantly, it
it's slightly better to get another cover number for the breah the 8-point.
blot than it is to split the back men.
The &point Is a key open-
If ,
and as a rule yc)U
d nt to bra=kit ju:st
tb ,In. I""l8e.
Two otherp o d plays cometo mind. One is Bar124 151 a nice point to own. I think a dearly better play was
11, which makes a new and potentially valuabIe point. Bad3 12114.
The drawback here is h t Black leaves three men on
the24-point,which is a d andinflexibleformation,
usually to be avoided Inthe early game. Actually maklng polnts Is
paring I
PVC VOUR CHECKERS
WHERE THEY BELONG ints.
The other try is Bar123 615, which keeps the 8-poinr,
diversifiesthe backcheckers, and begins to unstackthe
6-point. It's by fat the prettiest play, but it does ltave
two blots vulnerable to threes and fours by White.
Howwer, the other plays all have dtawbadcs as well.
Here's my rule for t h e situations:

...
doubt, I
- --

The checkers on the 6-point should certainlybe mak-


ing the 5-point, so this play gets my vote.
6. Black 51: 1318 615
5. White32 k t 2 12/15 A bold andveryingenious play by Magriel! He runakes
I don't like this play. It's too early ro make h e 2-point, the vaiuable 8-point, then slots the key 5-point, leav-
which can easily h o m e a uap later on as Bhck s~atts ing White a double shot: threes to hit on the 5-pint
to fill in a prime. The 14-point, on the other hand, is and fives to hlt on the 7-point.Although the play may
look wild, the idea behind it is grounded in very solid on thc 14 and 15-points. As a consequence, I would
logic. just consolidate now. Wh~tewould still have a
flexible position, but with less chance of an accident.
Note that White is very well placed to start
building key points like the 20point, 2 1-point, 8. Black31: Bar122 6/5*
and 1 %point.IfWhite stops to hit one of B U S Right. WidL four men back, and White's having no
blots, he can't build his own key points. b o d and lots of buildkg numbers, Black must hit
and keep on hitting.
Black is already behind in the race, so falling a
bit W e r behind is not a big risk

IfWhite doesn't hit either of these blots, Black


will build a powerhouse position very quickly.

That said, it's still worth notingthat Blackhad another


reasonable, if una$venfurous, choice: the simple 817
23118, building the 7-point while moving out to the
opposing bar. Magriel's play, homer, is characteristic
of his uncompromising style.

7. Whlte 31: 215* 313


One strength of Magriel's last play is that Svabdny is Diagram 40: White on FUN
forced to hit with this MU rather than make the 20-
point. I don't agree with the play of the ace, however. 9. White 55: W S * 12/22* 17/22
My preference is just to button up some of the blots A great shot! Svobodny rolls the first double and
with 14115. Mere's my logic: for the nem dturns, consolidateshis advantage. Black may faoea c u b turn
White and Black are going to I x exchanging hits. It's next roll.
quite. u d i y that White will ever have a whole turn
free to make use of the building potential of the blots
The chance oFbemming a huge favorite in one turn.

White has both criteria here, and he should double.

11. White 32: 17/20* 19/21*


Excellent play by Svobodny, He hits on the two inner
points to make it more dificult for Black ta anchor. If
Black h l s to roll a fow or a five, the game is over
(WhitewilldoubIe and Black must pass). Even if Bkdc
does roll a four or five he wo&thave budt an admaad
anchor - he'll need at least one more roll for that.

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.

POUBLING IN THE OPENllNCP


When you're thinking of offering a double in the
opening, yodre generally looking for twa criteria:
1 2 3 4 5 6 7 8 9101112
A solid, dear advantage right now, coupled with .... Diagram 42: White on roll
Now White d&tely doesn't have a double, as he's
~ytimsyou are contern- running out of ammunition to build hi board.
3
15. White 43: Bar14 17/20*
~r,you neea a muca mrg- In backgammon, you always have to be alert to the
g=!radvan a n if yo!A slight changesinapositionthat signalaswitchtoanew
ha~dyour 1 :oplay. strategy. On moves I I and 13, I liked White's play of
hirting and laving blots on the 20- and 21-points.
Now, though, it's time for White to change w s .

13. Wbite 64: k / 4 14/20*


WHEN TO CHANQE PUNS
The same idea as with White's last play, and equally
The super-aggressive plan he pursued before was jus-
correce. Again, if Black fails to roll a four or a fiw,
tSedwhenWhite had plenty of outfield buildersd y
White will double and Black d pass.
to cover the blow if they weren't hit. With four of his
own men sent back, however, White n d ;to realize
14. Black 65: Barl20*
that a long game is in order and a quickknockout is no
longer possible. The right idea now is to consolidate
with Bar13 17/21.

ayed w ders or
very mo7 :esa nej
&.--a:--
-
g for a I of plan.

Diagram 43: White on nIl


16. Black 11: Bar124 E d 2 3 615* DUPLICATTON
Great shot byMagriel!With Black's back game firmly By making the 7-point:and posting a builder on the 6,
in place, White won't be thinkifigabout doubling for heduplicatesWhite's aces (Whitenowneedsaca tohit
some rime now. Hitting with the ace is correct since it oh the 5-point and to make the 20-point), cutting
cuts down on White's chances of m&ng the 20 or 2 1- down on Whiris total of effective numbers. If he had
points. chosen instead to 1115 1318, White would need
aces to cover the 20, and different numbers (threes and
17. W t e 63: Bar13 15/21 fours) to hit on the 7-point.
Essentially forcd. White at least ern- from the
fireworks with a three-point board.
hen polcsible, try to du-
plicate y'our op1
construcltlvs nua

Another play was 24/18 23/18, but this would have


k e n bad on several counts. Not only does it fail to
build a front position (the 5-point through the 8-
point are Black's front pition) but:by giving up one
of the two back-game anchors, it raises the specter that
M i t e may resume hi anack.

Diagram 44: Black on roll 19. White 53: 12/20


Nice roll and well-playd White has a solid edge now,
18. Bkdc65: 137 1116 with Black's men trapped further back than White's
Black has several choices with t l u s roll, but Magriel men.
findsthe best play.
B l d is playing what's called a two-way game here. If
White throws an awkward number, say 44 or 33 or 43,
Black may be able to win by keeping White's men
trapped. On rhe other hand, ifWhite pops out andhits
the blots, Black may be able to build a well-timed 1-2
back game with good winning chances later. It's a fun,
flexible strategy which leads to interesting games and
good winning chances.

Diagram 45: Black on roll

20, Black31: 13/10 615


Another excellent play by Magriel, He could hit thc
blot on the 12-point, but with four Whitemtn already
m p p d , making the 5-point is fir more irnpomnt.

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.

Although hi&g will push Black into a back game, it's


not cleat how strong that back game will be. Black
might develop good timing, or he might not.All in all,
a good double.

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.

34. Black stap out. 26. Bhck 51: Bar124 1015


It's looking like Black may be forced into a back game. Black needs both anchors to play a badc game, so
jumping out with 23118 is a very bad play.

27. White 55: 419(3) 9/14


Ironic- themisplayoff e ace last turn may actually be
impormc.
p D-y aktention to the play
every nl
r@could
. -

one mis
y costly

1 2 3 5 6 7 7 9101112
Diagram 49: Black on roll

30. Black 42: 18112*


T h i s puts a semndcheckerbehindafour-prime,which
might actually hold up in this position. Breaking the
prime to make the 3-point (713* 5/31 is much more
Diagram 48: Black on roll problematic. It commits Black to a hrwardamcking
strategy as the alternative to hi back game, but if the
28. Black 51: 24/18 attacking game fails, the back game timing is likely to
Very good Black escapes a checker, which helps his be much worse. This is a key concept.
timing and oudidd control, while p m e ~ n gboth
back game points.
IF you're 4
1 n-
- -
29. White 53: 9/14 9/12 nlng In a back game, don't
This play i s pretty much forced, and it has the merit of b er
duplicating sixes.
tr
31. White 54: Bar14/9 with 24118 23118.This play, however, opens up the
A dear play. White needs to escape whenever he can. possibility thar White will make the 23-point himself,
laving Blackwith just the 18-point and the 24point.
This position iswell-known to be awry weakdefensive
formation, little better &an j w t the 24-pointby itself.

MagrieSs actual play clearly looks best.

33. White 52: 14/19 9111


White has to leave a loose checker somewhere in the
oudield, so he minimizes Black's hitting possibilities
by leaving a blot seven pips away from the 18-point.

Diagram 5 0 Black on roll

32. Blaclr 65: 24/18 1217


A smooth play. Bhck also has ta get spare checkersinto
the oudield whenever possible, so 24118 seems dear.
Leaving the checker on the 18-point gives g o d aut-
field coverage, so if White doesn't hit with a four, he
may have to leave an awkward shot.

Playing 24113 doesn't really leave White my bad rolls. 1 2 3 4 5 6 7 8 9101112


If White doesn't hit the blots on the 12 and 13 points, Diagram 51: Black on roll
he will either move from the 3 to the 9-point, or just
move the checker on the 9-point to safety. 34. Black32: 18113
A reasonable play, mming in the outfield while keep
A somewhat different p h is to make the 18-point ing his prime intact.
BACK GAME SsRaTEaY
Another, and completelydifferent, ideawas the dating 35. White 64: 3/13*
714 513*! This move can work in two ways. If White White hops out (finally) and hits. A good shot.
replies with a poor shot like 5 1 or 61, his back chedrcr
could get stuck bdmd Black's prime. If White hits 36. Bkk62: Bd23/17
both blots, Black's back game timing could improve. Clear-cut. Blackesqes for more timing. Notice how
Black is able to preserve his position by being hit,
reentering, and moving into the outfield.
Remember, if you're play-
. -

in! ;game, ;and you r


This tecl is calla!d
't corn
checKers aren4
" .
reclrcularmg c 89
Plletely tri~ P P = !you
~ V may
be! better off havlng more and it's fundams a
- -.-
- L E L
checlrers nlr, smce YOU -I. well-played back wunws.

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.

41. White 52: 20loff 19121


Taking off a checker with the five is forced; with the
two,White prepares to dear the 19-point next turn.

42. BIackbl: 23/16


This roll isnt useful for extending the prime, so Black
springs another ch& into the outf~eld.

1 2 3 d 5 6 7 8 9101112
Diagram 52: Black on roll

38. Black 21: Bar123 514


Correct As we've seen in our previous rwo games,
Black's proper strategy is to slot rhe next point of his
prime (in this case the 4-point) then m e r the n m
rum, while preparing to slot again. He'll do this until
he has made the strongest pmible home board.

39. White 4 3 17121 19/22 Diagram 53: White on roll


The safest way to bear off is to quickly strip down xo
two ch&rs on the rearmost point, then dear that 43. White 31: 19/22 19/20
point on the next roll. By that rule, this is the safestway Correct. White clears the =most point A very good
for White to play 43. roll. His next job is to dear the 20-point.

40, Black 22: 814 713 4. Black54: 16/12 813


Black covers, then sloa the next point of the prime. With the five, Black covers his slotted point, giving
him awrysuong5-point prime. Itwill be vcrydifficult aces can be played from the 21-point to the 22-point.
for W h i t e to mxpe B l d s blockade, should he get hit The only other number, deuces, m't be played at all.
later. Wlh the four, Black brings up the next builder. Bymovingoffthe 23-point, Magriel gives-te a way
to play a rwa - from 21 ro 23, leaving a blot!
45. White 22: 20122(4)
~orced,of course, but also an excellent shot, clearing
the 20-point.White now has plenty of spam and o d y
a er this nmotif it$9 -
a key Idea In clefendifi18
two points to dear.
many posrtsons
--" - *
rs
C A I
opponenrs numuers actu-
l

aIly play.

47. White 65: 2110fl72)

48. Black22 12/10 1418


l 3 W s next pal is to extend his 5-point prime into a
full Bpoint prime.

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.

H e couldrun tiam the back point with24116.


This gives a single shot next turn ifWhite rolls a
deuce, and a double shot ifWhite rolls an ace.
Homer, the two loose blots arc much more
vulnerable now rhat Black has lost the security of
a solid point. The rolls of 11 and 22 are real
crushersforWhite,whilc21, whichWhitewould
play 311*loff,is also good. This play is too risky.
Diagram 55: Black on roll
Running off the front point with 23115 is a
little better. Although Black can't get any double
50. Black 53: 1012
shots in rhi variation, he will get a single shot if
Black has a bunch of plays here. The key decision he
mite rolls an ace, and this shor wiil repeat if
has to make is this:What's the right arrangementofhis
White doesn't then roll a second ace. This isn't a
thtee back c h d e r s that generates the most chance of
bad play.
hitting White?

Here are his four plays:


Best ofall is to leave all the checkerswhere they
are and just pIay 1012. He gets a double shot if
White rolls an ace, and p m e s the option of
He muld run with two men, 231 18 and 2412 1.
splittingoffthe 24-pointlater. Also,he preserves
T h i s minimizes the chances h a t Black will get
hislater chancesofgetting a shot ifWhite rolls 21
backgamtnoned, w h i i guaranteeing a shot if
or 22.
Excellent play by Magriel. cube?Let's take a look at how this position is likely to
develop.
51. Vlrhite 51: 2210ff 22/23*
Finally? Now Black has a chance to turn the game The most likely probabiliry is that Magriel will wm-
around by hitting this shot. plete his 6-point prime and eventually doseout White's
checker, but without hitting a second checker. In this
52. Black 52: Barf23* 712 case, with White$ a l d y having eight men 0%Black
And he does! Withhis very best number, in ktBlack
. will be a slight favorite, probablyin the neighbarhood
hits and simulmncouslycovers the deuce-point. of 60%to win (if White had borne offnine checkers
before being hit, then he would still be the favorite -
53. White stays out. these are good facts to remember.)

If White expo= a second checker, and Black hits it,


and Black then doses out both chedrers, he will be a
huge favorite - actually considerably more than 90%
to win.

There are a few other odd variations. Black might


n e w complete his prime, and White might enter and
escape. That's obviously wry bad for Black Alterna-
tively, Black might hit a second c h 6 , bur White
might anchor both checkers on the 1-point. Black's
abaut 75% to win if that happens.

Diagram 56:Black on roII DOUBMNQ AFFER A BACK M E


So -should Blackdoubleor not?Theansweris hatit's
54. Black doubles ta 4. still a little premature to turn the cube.AlthoughBlack
An interesting double by Magriel. He's cerrainly be- is a favorite in almost all variations, there's nothing
wme a favorite in the game, but is it time to turn h e happening in the position that will make Black a huge
&rite. Remember our discussion of doubling in the As long as White is on the bat, Blacks strategy is
previous two games. In order to o&r a gooddouble, it's srraightfod+r as we say in backgammon, *A
not enough to just be a favorite in the position - you rnarrer of technique." His f i r s goal is to complete a 6-
also have to have a threat which, if carried out on the point prime so that White's checker will not be able to
next rum, will make you such a big favorite thatWhite escape. Ta do this, Black will leave the c h e k slottd
would have to pass your double. Nothing like that is on the 7-point, and prepare to cover it.
happeningyet in this position. White has an easy take,
and hPil have an easy mke next nun in almost w r y Right now he has ones to cover from the 8-point. By
case. moving to the 15-point, he also gives himself eights to
cover. Nmt turn, he'll move the checker on the I5-
point to within direct range ofthe 7-point (someplaae
!re%a gooa rule for dou- where a single number on a die could cover), and then
start his other checkers moving.
lng in un
men In aoumr, aon-t The faint of heart might now inquire, *Isn't Black
do t risking a loss if White rolls a 16 from the bar?" The
SU
answer is, not rally. First of all, 16 is a great shot
whether Black has a checker on the 7 or not. Second,
rect. hold uarv ~ U W W .
men if White rolls the 16, Black will have plenty of
lt's a very le asset chancesto hit the chackeras it tries to come around the
board. And finally, the long-run danger that would
result from nwer making a 6-point prime outweighs
55. White rakes. the short-run risk of a 16.
Avery clear take on White's part, althoughhe's now an
underdog in the game. His chances won't dip below Plays h a t masters make routinely, likt leaving the bar
25% until Black hits asemnd checker, and that>a ways slotted in this position, look bold to the uninitiated.
off. Once you understand the reasons behind the pIay,
however, it's not bdd at all, simply logical.
56. Black 53: 23/15
57. White stays out. 61. White stays out.
By the way, Wh~teis quite happy t~ smy on the bar hr
as long as possible! Why?He has noihing to gain by
enteringnow, sincehe can't escape. But ifhedoes enter,
he might then &ow an ace or a deuce, exposing a new
checker to a hit.

As we saw bebre, Black canonly become a big favorite


in this position by hitting, then dosing out, a second
checker. If White sits on the bar long enough, Black
dl eventuallybe forced ;to dose his ace-point, and that
variation will then never occur.

62. Black 43: 23/16


Diagram 57: Black on roll Black comes closer.

58. Black31: 817 15/12 63. White stays out.


Mission accornplkhd. Black has a full prime, so
White cannot escape once he enters. B M s next job is 64. B W 44: 161-4 713
to bring a spare c h e h into position to slot the ace- Black should be able to slot and eventually dose his
point. ace-point without difficulty, bur:numbers l i e 44 and
55 can spell trouble. Bkdis checkers could be forced
59. White stays out. into a position they don't rally want to be in. No real
danger yet, though.
60. Black 51: 1217 24123
From the 7-point, B k k can move the spare ro the ace- 65' White stays out.
point with any 6. Now he starts the next back checker
moving. 66. Black61: 24117
Black wantad to roll a thtee or a two, to slot the ace-
point, but he still has plenty of time. 70. Black 54: 16J7
This is almostBlacksworstroll. He can't cover the one-
67. mitt stay out, point, and he a n t wen get a new number to wver-If
he can't roll a six or a two next turn, he may have to
brwk his prime without ever dosing hi bard.

71. White stays out.


Nine dances in a row!

72. BIadr43: 714 713


An amazing sequence. Black has been forced to break
hi arefully constructed &point prime. Now White
really does want to roll an ace!

73. White stays out.


Oops. Ten dances in a row.
Diagram 58: Black on roll

68. Black31: 411 17/16


Finally Black gea to slot.

69. White stays out.


White has stayed out for eight consecutive turns!
That's very unlikely. The odds of that o c m i n g are
about 17-1 against, as a matter of fact. However, it's
been a very lucky break far White. He's never had to
a p s e a second checker, and B1ack"smen are almost all
the way home.
Diagram 59: Black on roll
74. Bkck32: 7/5 4/1
Black finally w e t s the ace-point, but makes a slight
techniml error in doing so.B m r w;is 714 31 1, leaving
Blackwith aneven number ofcheckerson thetwo high
points.After B l d s actual play, the rolls o f 66 and 55,
which should be h is best shots, actually leave a blot on
the 5point.

)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.

84, Black takts.


No.This is a dear pass. In general, ifyou d in the pip
count,you need fewer checkers thanyour opponent in
order to take. This is even more true when most
checkers are off the board, as here. Black will actually
win this position less than 20% of the time, not the
25% he needs to take a double.

Even though Black mlls a large double in the beatoff


andWhitedoesnt,Bhckstillloscsthegame, asuresign
of an incorrect take.
Diagram 61: White on roll
85. White 22: Zlioff 22/24(2)
Avery dear redouble. White has seven men left, Black
has nine. White also leads in the pip count,22 to 24.

87. White 41: 2210ff 241off


89. White 65: 221ofq2)

White wins 8 points.


SUMMARY:
The game begins with an all-out svuggle for controlof
key points, characteristic of modem backgammon at
its best. Svobodny jumps out to an arly lead, but
mi= a chance to give a good double on move 11.
Over the nem few moves Magriel's position improves
as he builds a block of his own.

Finally Svobodny gets to o h another good double as


Magriel i s forced to expose a couple of blots. A quick
hit leads to Magriel's playing a classic, well-timed 1-2
back p.

Magriel shows p o d defensive tdmique in opening


the 2-point at just the right time. His good technique
pays offas Svobdny leaves a shot and gets hit. Magriel
quickly redoubles and completes a full prime, but
Svobodny stays on the bar and thwarts Magriel's plan
to catch a second checker.
Svobodny eventually enters from the bar as soon as
Magriel opens his board. He gets around quickly
enough to win by one roll.
has to take certain risks. Hi blots on the 16 and 15-
points are exposed to hits if Black throws any eight or
mine. All told, Blackwill be able to hit a blot about one
time in t h e .

Joe Sylvcstes burst onto the backgammon scene by


Two other phys uy to achieve a balance between
budding and splitting with a bit lcss risk. The play
winning the World Amateur Championship in 1983.
He has since won many Amaim tournaments in-
which has b a n most popular for the part 15 years or
so is 115 12/15. The checker on the 15-point gives
cluding the Reno tournament from which this game is
taken. He has an especially h e record in the World White some new point-making numbers, like 62,5 1,
and 63, while the split to the 5-point preparts to make
Cup, winning World Cup I in 1988 and finishing
the most valuable anchor. The c h d e r on the 15-point
second in World Cup IV in 1994.
is exposed only to nines, so W h i t e is less likely to fall
behind in the race after this play.
This gamewas played in the finals of the Reno Master's
tournamenr of 1992. Sylvester was leading 5-1 in the
S P L l P r e l W G IN THE OPENINQ
25-point match, which he e v e n d l y won, 25-22.
A new play, which has been gaining popularity in the
last few years, is 114 12116. For building purposes, the
1. Wkite 43: 12116 12115
checker on the 16-point is actually a little more valu-
In top-flight backgammon today, there are several
popular ways of playing an opening 43, each with its able than a checker on the 15-point, as it generates
own adherents. The idea of Snelling's play is to bring
more new point-making combinations.
down builders to make the kqr 20-point, 21-point,
The idea of splitting to the Cpoint rather than the 5-
and 18-point.To achieve this buildingpotential, White
point is part of a new theory of splitting: Dm't split to
thepoint cbatyuropponmtMOSTwanf~ to d e , ifyou
&ma ckodcc. The point that Black most wants to make
in this position is his 5-point. If you split there, and he
points on you, he's accomplished twa objactives at
on= puttingyou on the bar and making the best point
in hii b o d .
Glven a choice between
If White splits to the 4 p i n t insttad, Black can
accomplish one o b j d w at most. He can point on h blot on Br
Wire, or he can make hi best point, but he mn't do slae rn tne moam ana mak-
both at once. I1 olnt, yeIU
S hlt.

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

3. White 51: Bad5 15/16*


Entering and hitting is clear. Tlu game i s about even.

Diagram 62: Bkck on roll

2. Black 53: 24116*


Black could &o make his 3-point with this roll, but he
chooses to hit instead. That's right.

Diagram 63:Black on roll


4. Black 54: BarllG*
Black hits, although there's another good play: Bar120
24/20 (making the 20point in thiswayi s known as *A
Barabino," in honor of Rick Barabino,who has rolled
this number in many game-savhgsituations).Hitting
here is right, however, for the same reason as in the
comment to m m 2.

5. White stays out.


White rolls 66 and stays on the bar. A badbreak, as that
was the only number that wouldn't let him enter. One i 2 3 - 4 5 6 f a ~ i o i i 1 2
reason that hitting is so pawerful in the early game is Diagram 64:Black en roll
that these disaster shots arc always lurking around
when you're on the bar. 8. BIack doubles to 2.
A m n g double. Black is ahead in ail key phases of rhe
6. 81ilck21: 615* 13111 game. He has a big lead in the race (1 56 pips to I89),
Simple and very strong. Sylvester unsmch hi two big he has escaped a chadEer while W u t e has four men
points, puts a second White &checker on the bar, and back, and he has plenty of builders in position to work
prepares to build the 5-point. It's hard to do more with on hi prime. Making the 5-point is virtually a sure
a single roll. thing, and the bat or the 4-point should follow soon.
A fine double by Sylvester.
7. White 62: k t 2
9. White takes.
Just bemuse Black has a double doesn't mean White
should drop. Next turn White wilI likely face just a two
pointboard.ThatmeansW h i t e shouldhavenotrouble
entering and starting hi own development. White
could crate a high anchorgame, a massiveback game,
or a counter-prime of his own. He's certainly an 12. Black43: 815 6/2*
underdog, but there's plenty of play left. Good take by S y h t e r c o r d y goes for the throat. Hb goal now is
Sncllings. topmmt W i t e f i m csiublkbing a smndanchor its dt
h m Goad That second anchor would give White a
10. Black55: 16/11 1313 813 full-fldged back game, with winning chances in the
A constructive shot, although it's one of the few 35%to 50%range, depending on howwell-rimed the
numbus that doesn't make the 5-point. Black maGes back game turned out to be.
the 3-point and the 11-point, preparing for more
progress next turn. If Black can capture the bpoint and force W h i t e to
play just a pure ace-point game, White's winning
11. W h i t e mays out. chanccs will be in the 20% to 30%range. That's a big
Dancing now is much more serious &an dancing two improvement for Black, and it certainly justifies at-
nzms ago. That dance just gave Black a healthy initia- tadcing on the tpoint until Black nrns out of ammu-
tive; thls turn on the bar may give Black the time to pin nition.
White into an ace-point game.
13. W t e 32: Barl2*
Whke's m m will bt forced for some time. Here he
can only enter one checker from the bar.

14. Black42 k t 2 3 6/2*


Aswe indicatedbefore, Bladrwill attadconthe 2-point
until someone makes that point, after which the batde
will shift to other fronts. It's often the w e that a point
becomes so valuable that both pIayers throw aZI their
energies into an all-out struggleto make the key point.
Games which hinge on sruggles for key points ate
usually the most complex and demanding.

Diagram 65: Black on roll 15. White 64: Bad4


know how co use their checkers efficiently, and this
play is a good example.

17. White stays out.

D i q 66: Black on roll

16. Black64 8f2 I117


First mission accomplished: BIack has made the 2-
point. Now a new struggle develops over the &point.
IfWhite can malu the 4-point, he'll have what's mild Diagram 67:BIack on roll
a 1-4 back garne. That's nor one of the strongu back
~~, but it will still be far more dangerous than a IS. Black32: 714* 1119
simple ace-point game. Hits on the Cpoint and brings a checker within direct
range to cover. There was another reasonable way to
USlNQ CHECKERS EFFICIENTLY accomplish the same objective: 714* 614, after which
The checker Black placed on the 7-point is a builder for the chechr on the I 1-point wodd be a -r for the
the 4-point, but it's also a slot for the 7 itself. If White blot on the 6-point.The plays ate about equally good.
makes the 4-point, the 7-point will be the next battle-
ground. Playing 1 117 has accomplished two objectives 19. White atays out.
with one play, as opposed to a play like 1319, which
only provides a builder for the 4point. Top players
20. BIack 65: 914 1317 24. Black31: 7017 21/20
Black has won the fight for the $-point, and he now Black completes his 6-prime with the three and con-
slots the last point he needs to make: the 7-point. Once tinues moving in back.
he makes that, Whiteas chchcckers will h locked in
behind six points in a row, and Black can then start 25. white stays out.
moving his badc men around
26. BlacL61: 20113
21. White smy-s out. This escapes one back chedcer.

22. BEafk32: 23121 13/10


Playing 13/10 provides two cover numbers fot the 7-
point (sixes and threes). Since Bkck can't do better
than that, he gets the back checkers moving with the
deuce.

23. White stays out.

Diagram 69: White on roll

27. W t e I I: Barll(2) 19/20(2)


A p t shot,and suddenly it's a much more interesting
middlegame.Although Black is miZL favored to get his
back chedter to safety eventually, White is back in the
game and can start building a prime of his own.
Diagram 68: Black on roll
28. Black41: 1319 24123 29. White 32: 12/15 19121
Here's an example of how things can get awkwatd An excellent play by Snellings. He has several safe plays
quickly. Black of course will keep his 6-prime as long availableto him. He could try the simple 12/17, or 121
as possible. Note that since the prime keeps four of 15 17119,or12114 17120.Moftheseplaymarginally
White's checkerspenned in, White has only 1 1 check- increase his building opporruniua at the cost of, at
ers left to play with. That's not enough to complete a most, a couple of indirect shots. Why did he instead
prime of his own, even with optimal placement. choose to leave a direct shot on the 21-point at a time
when Bladis board is so strong?
Since Black won't move the 12 checkers that make his
prime, he has to play the four from the midpoint, eurLDmca A PRIME QUICKLY
leaving a blot there. It will be costly for him ifthis blot Part of the answer is contained in my comment to a
gets hit; he'll then have to escape two checken from previous play. White just doesn't have very many
behind White's position, while having only the spate chedrers left to build a prime of hi own. With four
on the !+point to mwt in case ofan awkwatd number. checkers already trapped, he has o d y 11checkers left.
That's just enough to build five points with a spare left
wer. In ordm to build a prime, White's going to have
to tlse hi checkers very efficiently. The most efficient
way to use your checkers is to put them righz on the
points you want to make.

White's second problem is time. Black has only one


checker to escape. Pretry soon he's going to thmw a
numberwhich will get him out ofWhite's home board.
For aprime to be useful, W h i t e d l havem build it very
quickly. Time constraints provide another argument
for dotting and covering White just doesn't have the
luxury of waiting around to throw p e r k numbers.
Diagram 70: White on roll
The last factor to be considered is the downside of
slotting. What happens ifWhite slots but gets hit?Thc in fact probably the most dificult play to find in dl the
downside, of course, is that White's more likely to get games in this book! Last turn White, at some risk,
gamrnoned in that case. But notiaethat with four men slotted the 2 1-point. Now he rolls a number that not
already back,White is likely to get gamrnoned anyway only w v e r s the 21-point but d m so while leaving a
if he loses this game. The best way for White to avoid good distribution of builders. Playing 17121 stems so
being gammoned is to w i the ~ game, and the b a t play obvious that 9 out of 10 top players would make the
for that is Snclling's play, 19121 and 12115. move in a flash. Ya Snellings h s e s to cover the blot,
and instead l m m it exposed while making a different
30. Black 51: 1318 23/22 blocking point. Whafs going on?
Playing to the I-point gets one checker out of danger,
while moving up to h e 22-point g k two numben m WKINa THE R I Q W WlNTs
escape (sixes and fours) rather than just one (frves). The slight problem with making the 21-point is that
it's rally no longer an effective blocking point. A&
17121, Black can leap into the ou&dd with aM fours
and sixes, after which White will have to hit or else
revert to a straight ace-point game.

Makhgthe 18-point, on the other hand, forms amuch


better blockade. Now Black has only sixes to leap,
while his other big numbers (fives, fours, and threes)
ate stopped. If Black has ro play those numbers on his
side of the board, he'll have to give up the 7-point
pretry soon. In fact, Black redly has only one spare
turn.Amll of54,fbr instance, E o ~ eBlack
s to mave the
1 2 3 4 5 b 7 8 9101112 checkers on his 8 and 9-points inm his board. Nem
Diagram 7 1 :White on roll turn, fivcs and fours will make him brak his 7-point.

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.

A very difficdt play to find, and a marvelous e~amplc


of Snding's talent for the p e .

32. Black 53: 916 813


The plan starts to pay off as Black is now stripped of
builders.

33. White 42: 12118 Diagram 72: White on roll


White keeps hi blockade in place and prepares to
make the 2 1 -point.
35. White 33: 12121 18121
Not a six,butWhite is able to male five pointsin a m .
34. 'Bladt55: 7/2(2) Notice howefkiently he has used his checkers since he
There goes the 7-point! Now any six leavcs White in entered from the bat.
arcellent shape.
36. Black 51: 615 No 5.
Since B l a c k d t play f m , thisIsn't such abad roll. He
preservahis positionfor anotherrollwhilewaithgh
a six.

37. Whiw 63: 1/10


A great shot, keeping his prime while covering the
oufield.
38. Black 62: 22114
roll he stays on the bar keeps his prime horn brmking.
Running for home.
This is a typical sintation in prime against prime
battles.
39. White 31: 10/14*
Halt! Black goes back behind the prime.

40. B M stays out. h e winnler is us,ually th


layer wlho can keep hl
Am... &LA
I*---.-&

111sand c rollsten
I be esp valuablc

43. White 53: 17/22 17/20


White's timing is getting c r i t i d . Now he needs a six
very soon.

$4. Black scnys out.

45. White 43: 20124 21124


41. White 44: 18/22(2) 14122 Just small enough to keep his board i n t a d
White's last two rolls were very good, but this shot
gobbles up most ofhis remainingtiming.Therewas no 46. Black stays out.
way to preserve fiveconsecutive points, so White st-
to fill in his bard.

42. Black rstays out.


Dancing is actudy not so bad for Black, since every
IN s t prime
sl lrways t0
kb,, dcular numbers.
war

v
4PU'IIbe , hold yo1lr
P'rime as posrlblaB.

48. Black stays out.

49. White 52: 20122


Diagram 74:White on roll Wlute's idea pays off as he has to mow only two pips.
47. White 11: 22/23(2) 19/20(2) 50. 'Blackstays out.
Aftu four turns without a six, White's position finally

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.

Diagram 75:White cln roll


51. White65 1/12
W e n t . The checker on the 1LpointwillbuyWhite
a few rnoce turns, helping him keep w h a t ' s left of hi

52. Black stap out.

53. White61: 118


Another greatshod One more sixandWhitewill be the
favorite.
1 2 3 4 5 b 7 8 9101112
54. Black stays out. Diagram 76: White on roll

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.

58. Black stays out.


59. White 51: 14/19 lSlP9 sible throws fall into three main categories:
But the dice always have surprisw in store!White roh
his k t number, closing the b o d . Now he's a dear Group A -White's best numbers. With 11 of
favorite. his 36 rolls, White rolls a 6 and hops Black's
prime. These nurnbers are terrific for White. He
becomes more than a 95%favorite in the game,
In this group, White's very happy if he has
already doubled.

Group B -White'sworst numbers. W~th14 of


his 36 numbers, White bre& a point in hi
board, giving Black a chance to enter. These
numbers are all fives except 65,the 43 roll, and
m d u m doubles: 44, 33, and 22. After any of
these rolls, the game becomes a race to see who
can roll a 6 first. With Black now the first to
shoot, he becomes the favorite in the game.

Diagram 77: White on roll Group C - I n - h e e n numbers. W~ththe 1 1


remaining numbers,small numbers l i i 41,31,
61. White doubles to 4. and 21, White's position deteriorates but his
For the first time in the game, White is a favorite, and board m a i n s dosed. After a roll like 32, for
Snellings immediately doubles! Es the double correct? instance, White's board will break on the follow-
6n Black accept?Let's mke a closer look ing turn on any roll that does not contain a 6 .

So, can Black take?The answer is yes. In fact, the take


To understand this situation, we have to take a dose is quite easy. Black becomes a favorite in the game as
bok at how White's different numbers play next turn. smn as White's board breaks;, and ifs more likely that
Grouping similar numbers together, White's 36 pos- will happen next rum than that White will escape.
CanWhite double!Actually Whiteshouldwait a turn. 63. W t e 6 1 : 118
T h e inducement to double is that White can become A fine roll. Now the game is just about m r .
a huge favorite ifhe ralis a 6, If not, he bacomes aslight
underdog. On balance, White does a lide bmer 64.Black m'tmove.
waiting. The doubling cube can be very useful t~
White in variations like the fonowing:

White breaks hii 1Bpoint.


Black stays out.
White rolls a 6, leaping into the outfield
Black rolls a 6,corning in on the 19-pointand
waiting for Wute to come around.

In thest variauons, White will be very happy that he


can offer a powerful double later at an o p d time.
1 2 3 4 5 6 7 8 9101112
This particular sort of position arises fairly frequently. Diagram 78: White on roll
A good rule of thumb is h i s :
65. White 41: 8/13
Notice that White leaves hi spates on the 20 and 22-
If!you havt:more e I points where they are. For the safest possible bear&,
... ---
numuers than b I you want your spares on the high points in yout board
rarher than the low points. This will give you d-
numbers, Ithen dou mum flexibility for playing your later rolls.
erwise wadt.
66. Black can't mow.

42. Black takes. 67. White 54: 13/22


A forced piaY White hasn't achieved a particularly
good bearoff because he has an d d number (five) 72. Black can't m a
checkers on bi two highest points. This will forceh i
to expose a blot if hi next roll is 55 or 66. However,
given his rolls, there was no way ta avoid this situation.

Diagram 80: White on mu

73. White 21: 19120 19/21


This play is an error.

SAFEW VS. GAMMON CHANCES


Diagram 79: White on roll Although it's slightly safer than the simple 221off
(becauseit allows Black to enter immediately and get
69. White 11: =off 20121 out of White's hair), safety is not the only consider-
Small doubles are very useful in the bearoff since they ation. It's wrong because of two other factors:
allow you to ratrange your spares as you please. Now
White has an even number of men on hi high points. It's not the best play for the gammon. Vlrhlte
has some small chancesofwinningapmmon in
70. Black can't move. this position, and playing 221off maxirnim
those chances by keeping a dosed board.
71.White 31: 21/&
It's not the best play for the race. Opening the Incidentally, the safest play of dl is the simple 20122
19-pointgives Black the chance of rolling66 and 21/22,which, however, is lastlikely towinagammon.
getung badr in the race. 221off bears offanother
checker and makes the race even more secure. In most bearoffs where the possibiliry of contact stdl
remains,safety is only one goal. It has to be weighed
The net result is that 221off is slightly better, although against the d u e of more dangerous plays which haw
rhe plays are close. a better chance ofwinninga gammon.These decisions
ate often quite dXcult, because the chances o f either

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

8 wnen In aoum, Dear ow

76. Black 66: Bar/l


A great shot, but Black will need a fewmore to get back
in the game.

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)

85. White 52: 2lloff 2310E


A single double now could win the m e for Black

86. Black 52: Slog 210ff

d Diagram 82: White on roll

83. White 41: 2Iloff 241off

InI genera11, you s I-


ways bear checkers off
Diagram 83: White on
with direct numbersrather
than try to improve your 87. %te 51: 2Ilofl 22123
di Lureroll!9. In the bearoff, try to keep checkers spread out on
different points. White's play lets him bear off both
checken next tum with 23 (out of 36)numbers. The
The extra checkers off ate permanent, while the im- blunder 2lIoff 21122, purting both men on the 22-
point, only lets White get offwith 17 throws.

89. White 42: 2lloff 23loff


Perfect! This roll might have lost the game had White
misplayed roll 87.

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.

Snellings finally works up some counterplay with a


timely throw of double-aces.Realking drat he needs m
b d d a prime quickly to get more than a simple ace-
point game, he m a t t s counterchanceswith excellent
plays at moves 23 and 3 1. SnehngS prime holds and
he is eventually able to free his back men.

Lookat the last fewrnwes of thegame for some lessons


in balancing s p e d and safetywhen bearing offagainst
contact. These plays are difficult and will repay divi-
dends later with careful study.
2. Black 42: 24/20 13/11*
Hitting is dear, of course. With the four, I like to split
to the 20-pointwhile my opponent i s on the bar, since
he can't then make a point on my head unless he rolls
doubles. Meanwhile, I've s t d avaluable anchor and
Michael Harris was one of the top English players controlled the outfield as well. I'm off to a good start
during the 1980s. in this game.

This game was played during round 16 at the 1987


World ChampionshipinMonte Carlo. The matchwas
to 21 points, and Robertie held a 9-8 lead.

I. White 64: 1/11


One of the two popular ways of opening the game with
a 64,This move mostly escapesone checker and brings
some strength to White's outfield, making it difficult
for Black to escape a checker.

The other play, which J prefer, is to split to the bar-


point with 117, then bring a builder into play with 12/
16.My idea in the opening is to fight tbr key anchor- Diagram 84: White en roll
inglblocking points, while postponing running until
later. 3. %te 61: Bar17
Apoorshot, but thercino otherway toplay it. White
can't play 1211 8 since rhe chBckerwould be exposed to
a double shot. By moving out to the 7-point, he
p m n t s me from hitting and makingan inner point at
the same time.
5. White 53: Bad5 17120*
eneral, a loose six in White enters and hits, fighting for control of both 5-
points. In modernbackgammon,the 5-point is the key
opening shou[Id be to successful opening strategy You must battle for the
ed to the!opposllng bar- 5-points rather &an surrendering one or another to
-
polnt rather than 6P your your oppncnt. This is true even if you risk falling
behind in the race as a result.
o m bar-point. The down-
. . . .- .
-Id-
aIUF Is less, while the up- A passive play like Bar122 1.318 leaves White worse off
side ter. on both sides of the board while still facing annhila-
tion if Black can get an attack going. In the long run,
+
actively fighting for the 5-points is the last risky way
to play the opening.
l hit with the six, while the two makes a new point.

1 2 3 4 5 6 7 8 9101112
Diagram 86: Black on roll

Diagram 85: White on roll 6. Bladc42: Bad23 24120*


Here Black has to choose which 5-point to fight for.
-
Which 5 Poiat?
Besides the play I made, fighting for White's 5-point,
I wuld have played Bar121 715*, fighting for my 5-
point. In rhis cast, the play I madc is better since it
guaranrats a gain in the race while contesting apoint.

Rememkr this basic rule:

A lplay that does t 1


.. ..
-*a - - L L
things 1s aerrerrnan a play 1 2 3 4 5 6 789101112
thl ; Just 01 i Diagram 8T: White on roll
tY
9. White 21: 29121r 20121
- White has many choices with rhi move. Hi play is
obvious, making the 2 1-point while leaving no shots.
7. White 51: Bar15 19120*
h i d e s this move, Whia could try:
White makes one 5-pointwhile fighting hr the other
and unsracking his pile on thc 19-point. A nice roU.
12/13*19/2l*,hitungmmen.Thisplaywi~
look great if Black docsnt roll a fbur or a five
8. Black 64:Barf21 1317
coming back. Otherwise, it won't accomplish
Not the bat, as I really wanted to hit back on the 20-
much.It's probablytheweakestreasonablechoice.
point. Now W h i t e may be able to grab both 5-pints,
a p t result for him. As a consolation prize, I gzt my
19/20 19/21*, rnaking the20-point.This play
bar point. I didn't like giving up the midpoint, but the
has the great virtue of m&ng the most valuable
7point is key to building a blockade against White's
point on the board, at the cost ofleaving a return
back men.
shot.The realmeritofthe play is that this is likely
to be a wry long game
10. Black stays out.

d long game the v a l m nf


ng point

A strong point, by definition, nullifies certain


possibiieies for your opponent each roll. The
I I. White 52: 12/17 12/14
White brings more builders to bear on the 20-point
and the 18-point. He also complem the job of
unsmcking the midpoint and bringing his checkers
into play.
longer the game, the more effective the strong Right now, the game is a b u t even. White has the
points are. better mrucnue, but Blackleads in the race and has the
makings of a blockade.
TO HIT OR NOT TO HIT
Another possibilityis 19120 12/14, hittingno
checkers, but diversifying off the midpoint.This
is aaudly my first choice. The hit here doesn't
a c w m p l i much since Black has no threats
which need to be prevented. The non-hirting
play actually gives White the best board control.

The non-hit is a hard play to find, since there are so


many hitting plays available.

~ ' 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:

(I) Compare the strength of the innet boards. If


your inner board is stronger, make a b l d play If
his inner board is stronger, make a & play.

Here White has the stronger inner board. This


argues for a bold play.

(2)See who is ahead in the race. Ifyou are behind


in the race, make a bold play. Otherwise, make a
Diagram 89:White en roll safe play.

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.

All three criteria argue for White to play boldly. The


overall sttategic idea is that White, behind in the race
with more men back, i s very likely m have to play some
sort of holding game or back gamc in order to win
unlesshe can quickly build a counteringprime against
BlacKs single checker.

Sice he must build this prime quickly, however, he


m t sto slot the key points rather than wait to roil
1 2 3 4 5 6 7 8 9 1 0 1 1 1 2
them naturally, which is likely to take several more
moves. Hence the slot is best. Very nice play by Harris. Diagram 90: Black on roll

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.

I cant move the back checker, so I have to leave a blot


somewhere.The right idea is to preserve all the points
I own and throw away one of the useless checkers
stacked on the 6point. If that gets hit, it may reenter
the game and go to a more consuucrivc position.
17. White 42: Bar14 1/3* givingup the midpoint,but at least my 1 1-point serves
Clear-cut. White catches up a little in the race. some of the functions of a midpoint.

19. White 41: 12/13*/17


White hits and makes a little more progress. He doesn't
really like putting the checker on the 17+pint,but 121
I3* 12116 looks a little too lmse with nebulous
btne6t.s.

Diagram 91: Black on roll

18. Black65 Bart20 1317


The five is forced, then E need to find a g o d six. Since
there are no "good" sixes, I need to find the least
damaging six. Playing 20114 is out of the question: I
need the anchor here, and White would have ones,
thms, fives, and twos to hit me i f 1 ran. Diagmm 92: Black en roEE

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.

23. Whke51: 5/10 17/18


With two back-game poina made and recirculation
easy for the time being, White has no worrEcs about
being hit. This is a game White is going to have to win
later. Meanwhile,White can just slot the points he
wants and sm if he can make them. Good back game
play by Harris.
1 2 3 4 5 6 789101112
Diagram 93: W h i t e on toll

21. White 42: Bar14 315


hit, so he buiids the 4-point, giving him a
W h i t e can't
4 5 back garnc, and moves his spare to the 5-point,
ready to leap out with fours and fives.

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.

That's a risk I'm willing to mke. I'm going to create an


Diagram 95: Black on roll
extraordinarilycomplexposition, and I'm expectingto
outplay my opponent when that happens. As for the
26. Bladr61: BarllR*
possibilityof bad luck, I'll take my chances.Thais part
A good roil,preventingWhite fmm blocking me and
of the game of backgammon.
sending another White checker back. To make my
strategywork,I want to hit White, despitethe fact that
25. White 63: Bad3 12/18*
White's playing a badE game. It's the only way I can get
White enters, missing the blot on the deuce, and
my checkers recirculated. That's what makes this posi-
natudly rehits.
tion different from a normal back game.

In a normal back game, White is trying to be hit and


I am trying to avoid hitting. In this position, White is
h e r off not hitting or being hit. Howwet, many
players in White's position would not realize this.

27. White 51: h i 5 17118*


A mistake, for the reasons outlined in the last cam-
ment. I thinkWhite should haw played Bar15 19/20, checkers.
just building hi board.
31. White 31: Bar13 17118*
As before, I think White is pursuing the wrong idea.
He m't contain the Black checker, and he has enough
men back to ensure g o d timing. Instcad he should
play Bad3 19120.

32. Black stays out.

Diagram 96: W h i t e an roll

29. Whitt5E: 10116*


This is a serious error. White doesn't suspect what's
happening and is playinginto Black's hands. Instead he
should play 5/10 314. Making the 10-point would 1 2 3 4 5 6 7 8 9101112

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 .

Diagram 99: Black on roll

36. Black 52: BarlZO* 6/4*


Hirting on the 20-point is dear. I could continue on
and hit on the 18-point, bur my actual, play is better.
Diagram 98: White on roll By himng with one of the dead spam on the 6-point,
I haw a chance to reactivate that checker. Since White
35. White 33: Bar13 10116* 17120 now has two men on the bar, he can't avoid hitting me
A big mi&. The loose hit breaks the key connecting if he rolls a two or a four.
point that-te made last turn. IfWhite can't quickly
remake the 10-point, he could be in serious mouble. 37. White 64: Bar/4*
F o d , but now I have another checker in play.
u

1 2 3 4 5 6 7 8 9 1 0 1 1 1 2
Diagram 100: Black on roll

38. Black 11: Bad24 14/13 11/10*(2) Diagram 10 1: Black on roll


A g m t shot with many ben&a:
40. Black double to 2.
Hitting anothercheckerwillforceWhite to hit I thought t h s was a v q m n g double and just barely,
me if he rolls a deuce. if at all, a take. My plan has been very successful. I've
sent eight checkers back and broken the connection
Switching from the 11-point to the 10-point between the two halves ofWhite's position. I've man-
brings my points doser together, giving me a agedto reckollaretwo of the few d d checkers I used
stronger blockade. to have on the &point and 7-point, and I might still be
able to recirculate the other two.And if I make the 9-
Splitring from the 14-point to the 13-point point, my game will be completely uushing.
gives me two builders for the key 9-point, the
next blocking point I want to make. The v e n t against doubling is that many p l a p s
o v e r h a t e the strength of back games and tend to
take too o h n .Following that logic, I might be able to
take a roll, improve my psition some more, and still very point I want to make. This would be a11 right if
get a rake later on. But it's risky tryingto get too greedy. White were bumned up around the board, but unfor-
I've got good chances for a -on this game, so I'm tunately he has four other blots besidesthisone. lf 1can
going to get the cube moving now. hit on the 9-poinr, I'll probably hit somewhere else as
well;with two White checkers on the bar, White won't
41. W h i t e ralce~.. be able to hit me back on the P p i n t .
Courageousbut very dangerous.Still, White does have
some play left. I might have taka also, bur very A better idea was Bar/] 511 1, or even Bar/] 16/22*.
reluctantly.
44. BIack42: 1319* 20118*
42. Biack32: Bar122 614* As predicted. In manyvariationsI'll be able to coverthe
Playing 20/18* with the deuce is a little safer for me, 9-point next t u n , with a crushing bl&
but I want to recirculate yet another hacker.
45. White 43: Bad3 k14*
A good shot, putting me on the bar.That curs down on
my m r numbers.

Dirmgram 102: White on roll

43. White 61: Barll 319


Another s m d mistake. White sticks a checker on the Diagram 103: Black on roll
46. Biadr21: Barf23 10/9 Better is Bad1 18/20 19/20!By making a 3-point
I cdt make five in a row with this number, but at least block of hi own, White would give Black a few
I can make four consecutive points. problems. Suddenly Black's small numbers don't play
well with five of his checkers in White's home board.
47. White 62: 4110* 16/18* Black needs to k p his back checkers moving, and
Afineshot Now White hassometime togct a h m e n cven a 3-point bhck could prove a red nuisance,
beyond the barrides.
SO. Black42 22118*/16
48. &la& 22: Bar123(2) 14f la* Black hits and moves to the 16-point to connect to the
A great comebackshot.I don'twantWhite makingthe slot on the 10-point. If I'm not hlt, I can make a 5-
10-point, so E hit there, rather than on the 18-point. point prime with any six. That should lock up the
P e n

51. White 21: &I3

Diagram 104: White on roll

49. White 11: BarlP 3/4(2)


I don'tlike thismove, althoughit looks consistentwith
the previous play. White's just been given an unlikely Diagram 105: Black on roll
opportunity, and he needs to take advan- of it.
52. Bladc 44: 16/10 24120 Don't hit any more checkers;hope that W h i t e
Making fivc in a row gives me an iron grip on the rolls some foursand fives so that h
is checkers on
position. My next job is to d w o y White's fonvard the 19-pointmove down to the 23-pointand 2 4
position. point.

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.

IfWhite could get all 15 o f h i checkers sent into my


inner board, he'd have a p r c q g ~ o game
d again. As I
h r e in and took down my points, he'd r e l m his
checkers into the outfield and budd a prime some-
where in the outer baards. Then he'd be a red threat if
he hit a checker.

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

57. White 32: 19122 21123*


We call this the lumikaze play. White breaks apart his 1 2 9 4 5 6 7 8 9 1 0 1 1 1 2
home board in an attempt to get his ch& hit and Diagram 108: Black on roll
64. Bladr41: 16/11 67. White 11: 315 4/5 22/23
Click! The last door shuts. Now it's just a question of That uses up a lot of White's spare pips. He can only
how far White will have to advance before I open up tolerate one more deuce.
my prime. bxge numbers are now good for White,
since he can't play them. 68. Black42: 1319 18/16
Another good throw.

69. White 62: 315


Not the right deuce, I think J would have played 22/
24, keeping the extra back point.

TO. Black 2 2 1618

71. White 64: can't move.

65. White 31: 21124 213


PIaying this way kills threes. Now White has to play
only ones and twos; with luck, he can preervc his
remaining points unul my prime gives way.

66. BIack42: 17/13 20118


Small numbers are good for me - they enable me to 1 2 3 4 5 b 7 8 9101112
hold my prime longer. Diagram 110: Black on roll
72. Black 43: 916 7/3* 78. BIack32: 917 613
I'm just trying to keep my prime as long as possible. I b q i n g the 5-prime for as long as possible is still
don't care whether the checker on the 3-point gets hit useful. If White rolls an ace before he rolls a six, he'll
have to make yet another concession.

79.White 33: can't move.


74, Black22: 1119 ll/7 3/1*
My prime finally cracks, but it's done most of itswork 80. Black 65: 812 712
Hitting on the I-point makes 66 a &ad, rather than a
great number for White. 81. White 51: 415
White rolls his ace and has to strip the 4-point. That
75. W h i t e 52: Earl5 22/24 gives me another avenue to attack his position.
Ford.

76. Black 31: 713

77. White 54: cadc move.

Diagram 112: Black on roll

82. BIack64: 713 7/1


This is it.
Diagram 111: Black on roll
ATTACKING A STRIPPED POINT
By 'breakingmy prime in the middle, I force White m
play any three from the 4-point. Any three except 63
will break that point d m .

83. White 31: 4/7 415


Oops. Now White's dawn to a single holding point,
which I should get by easily. In addition, I now have
great gammon chances.

84. Black 66: 10/4(2) 9/3(2)


Good for clearing points and good for winning the Diagram 113:Black on roll
gammon.
88. Black 54: 814 813
85. White 51: 7113 Thar's it. I now need 15 crossovers to btar off all my
Gets that checker out of danger, but White is still checkers,while White needs 3 1 to get offthe gammon.
hurting. He'll need to hit a shot just to havc a chance It's a lock.
m saving the gammon.

86. Black 43: 612 613


I can't dear the &point, so the &point will have to do.

87. White 62: 5/11 13/15

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.

Rather than play a back game where 'White had excel-


lent timing,Black recirculated some chedrers to build
up greater outtield control. m t e was &g to give
up key outside connecting points to attempt to build
a prime of his own. Eventually Black was able to
consolidate control of the outfield and build a prime,
trapping 10 o m i t e ' s men.When hi remainingmen
were f o r d onto the low points in his board, White
loa any serious chances of winning.
hce-to-face competition, it's now possible to play
backgammon matches over the Internet. In hct, there
are now two separate Internet backgammon d u h in
PLILWNG IN TOURNAMENTS operation!
Afier yau'vefinishedmding this book, you'dprobably
like to try your hand at playing in a backgammon For tl-te best graphics and quidmt response time, try
tOUrnCImMt. That's not hard to do. There are b d GanesGrid. Use your web browser to log on to
clubs all around the country that run tournaments on http:llwww.gamesgrid.com, and folIow the instruc-
a weekly or a monthly basis. Visit a dub near you and tions for downloadingthe GamesGrids o h e . Then
introduce yourself to the dimtor. Most clubs run just follow the direczions to connect.
tournaments in separate sections, one for beginners
and one for more experienced players, so don't worry Another choice is Gammon Village, at
ifyou'venever played in a tournament before. Justhop http:llwww.gammondage.com
in and give it a try!
IMPROWNG YOUR QAME
For alisr ofdubs and tournamentsaround the counuy, I"m often ashd, "1s there any magic tc~getting good at
backgammon?"My answer is yes. There are rwo magic
send $1.00 m The Gammon Press, PO.Box 294,
Arlington, MA 02476. Most major cities have one or ingwdients: Study and Practice. If you've read this
more active clubs.
book, you'w already made a good start on studying.
You'll still want to review the five games sweral times.
WKCIAMMON ON THE INTERN= Each time you pIay the game over, you'll pick up some
new ideas.
In the unlikely went chat you live far away from a locd
dub, or if you just prefer the idea of electronic play to
But studying is only half the battle. You still have to
practice.W~thoutsceadypractice, withoutrestingyour-
self and your growing abiities, you won't rcally absorb
the lessons o f this book. So find a lo& dub, visit
frequently, and play as much as you can. You'll be
a m a d at: your steady progress.Good luck!
White's home b o d pointr 19-24.

Barabina - A mll of 54 from the bar, used to make the


Backgammon is full of its own colorful terminology. deknsive 20-pint.
Here are some terms you wifl want to remember:
Bar- Thewmidstrip runningdownthe center ofthe
Advanced Anchor - An anchor on the opponent's 4- board between the 6 and 7-pointr on one side
point or 5-point. and the 18 and 19-pointsan the other.Checkers
which have been hit have to go to the bar. They
-
Anchor A defensive point in h e opponent's inner must reenter thegamenextturn in theopponent's
board. home board.

Back Game - A defensive position in which the -


Bar Point In our diagrams, B l d s bar-point is the 7-
defending side holds two or more points in the point. White's h-point is the 18-point.
opponent's inner board. The best back game
points to hold are the 1 and 3, the 2 and 3, and -
Bearoff The section of the game where players bear
the 2 and 4. The worst back games are the 1 and off checkers from their inner boards in the find
4 or the 1 and 5. Any position with three back race to victory
game points is very swng.
-
Builder A checker placed so that it bears on vital
Back Position - The defensive position on your points which n d to be made in the future.
opponent's side of the b o d . In our diagrams,
B i d s back position would be hi points in -
Conndvity The arrangement of checkers so that
they are in direct range (six pips or fewer) of each
other. Connected checkers defend each other
and are easily made into points.

-
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.

&e -A collectionof mnsecutive points blocking in


your opponent's men. Six pointr in a row is
called a full prime, and i s the strongem possible
blockade since the opponent can't jump wer it
with any possible number.

-
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.

Sauctural Play - A move which buiids strong points.

T I-The ability to hold your keypointswhile you


are waiting to get a shot. In general, the f a d e r
behind in the race you are, the better your
timing.

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