The first thing to do with any doubling problem is to decide on the correct action in unlimited games and use that as a benchmark. Having done that, you adjust for the match score and make
Bray's Learning Curve
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.
A New Puzzle Every Week
Every Monday Chris posts an interesting backgammon position on our Facebook page. We encourage you to join in the lively discussion and return here to our website on Tuesdays to read his extended analysis.
Bray’s Learning Curve in-depth analysis is one of the great benefits of a USBGF membership.
Explore by topic:
Explore all (in date order):
This problem came up in a lesson. It looks natural to run out with 24/15 but that is not the right answer.
Firstly, White has twenty-five numbers which hit the blot, so it is likely to be
This type of position arises quite often in the opening. White has rolled and early double three and made his 5-pt and 3-pt and has ten checkers in the zone. What should Red’s game plan
For money or at an even score this would be a double and a massive pass. Red’s advantages are too powerful: a five-point prime; White has no anchor; White has a dead checker on her ace-pt;
How many times have we seen this type of problem? Should Red go or should he stay?
Let’s think it through. After the roll Red will lead by 18 pips. That indicates running.
If red plays 10/6,
This position came up in a lesson with one of my students. As Red he wanted to double and thought it would also be a take. Was he correct?
Red has lots of good numbers to make his 9-pt or his
I had this position at the Fulham Backgammon Club a couple of weeks ago. I made the right play and lost a gammon and the match.
10/5 is much too passive and making the 9-pt with 13/9,
All three game plan options, run, prima and blitz are available in this position.
Let’s look at all of them. Red can run with 21/10. That play gives Red a 1-pip lead in the race but leaves