- January 17, 2023
We sometimes forget that for all its complexity backgammon is still a race.
We are also advised not to make points behind our opponent’s anchor, although sometimes that is necessary.
Each week, author Chris Bray lends his sharp insight and easy-to-understand analysis to help you improve your game.
Chris is the author of multiple backgammon books, including Backgammon for Dummies, and is the backgammon columnist for The Times of London.
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We sometimes forget that for all its complexity backgammon is still a race.
We are also advised not to make points behind our opponent’s anchor, although sometimes that is necessary.
This is one I got badly wrong over the board. I played 20/10(2).
This gives Red a ten-pip lead in the race but leaves White fifteen hitting numbers to at least equalise the position. Red
The key here is to understand the game plan.
Should Red be trying to prime White’s rear checker or mounting a blitz attack against it?
Red’s structure is geared towards priming rather
Double twos are known as quacks – one of Paul Magriel’s favourite numbers.
Normally when we roll doubles, we move our checkers in pairs to build new points. In this position clearly
Bar/22/16 is the weakest move because the 22-pt is somewhere Red might want to build an anchor and it is more useful if the rear checkers stay in communication, i.e. within six pips of
As usual one should look at the unlimited games variation first and then adjust for the match score.
Clearly Red is a huge favourite. In addition, Red will win a high percentage of gammons
24/14 gives Red a very disconnected position and puts no real pressure on White.
Theory says that because White has an advanced anchor Red should try to obtain his own high anchor.
The
I think many would choose 24/23, 13/11 here but that is not quite the best move.
White has ten checkers in the attack zone and also owns the 5-pt. Red’s best game plan is to equalise the