Buttoning-Up to Win, but Forgo Overbuilding
Paul Magriel, 1978
New York Times, June 8, 1978
Button Builders, or strategically placed spare men, are critical for making points. Backgammon beginners are notorious for playing scared and making long pile-ups of men on a few points, simply to avoid any possibility of being hit. As players advance in skill, they tend to avoid these awkward “candlestick” formations and concentrate on leaving builders that bear on key points.

There are certain circumstances, though, in which the beginner’s strategy of playing as safely as possible is correct. Such a situation arose recently one evening at the Game Room, at 2130 Broadway. Black, an experienced player, went astray when he failed to recognize the special nature of the position.

In the diagram, Black, who doubled early on, has a clear advantage. White has three men trapped back on Black’s 2-point. He has little hope of getting these men out of Black’s home board and home safely especially because Black controls the outfield. Black, on the other hand, has only one man left in White’s home board. Unfortunately for Black, he rolled a 2-1, one of the few combinations that did not permit him to extricate his back man.

Black to play 2-1.

The correct play is 9/8, 6/4, playing as safely as possible. Black must anticipate being attacked by White on the 20-point. He should prepare himself for this oncoming attack by “buttoning up” any loose men in the outfield.

In the actual game, however, Black played 13/11, 9/8, creating a builder for the bar-point (the 7-point) but leaving a man exposed on the 11-point. He reasoned that the danger of being hit there immediately was minimal. What he failed to take into account was that this blot could become a serious liability in the future.

Correct play:
(a) 9/8, 6/4
Actual play:
(b) 13/11, 9/8
The flaw in Black’s play soon became apparent. White next rolled a 3-2 and played 18/20*, 18/21, attacking on the 20-point. Black then failed to reenter on White’s 4-point home board. White next rolled a 5-1 and played 19/20, 2/7, making the 20-point and bringing one man out to Black’s bar-point. With this play, White now threatened to hit Black’s blot on the 11 point with a direct 4-shot.

When Black failed to reenter a second time, White redoubled and Black realized too late his mistake. Black was forced to pass because he feared that White would pick up a second man and go on to win a gammon or double game.

Later in game if Black
had made correct play
Later in game after
Black's actual play
Had Black made the correct play with the 2-1, White would not now be in a position to redouble and force Black out. Black lost because of the extra blot on the 11-point, which gave his opponent a new target to shoot at while Black was on the bar. Although leaving builders is generally desirable, in this case it was superfluous — Black already had the game virtually won without making his bar-point.

It is important to recognize when the “button-up” play is required, instead of a seemingly natural play that creates builders. You should seriously consider buttoning up loose men under the following set of circumstances:

  1. Your opponent has a strong home board.
  2. You have the game all but won, except for one last man back.
  3. Your opponent’s only hope is a last-minute attack on this back man.

Rollout 
XG logo
Tom Keith 2013 
Money play
White owns 2-cube
Black rolls 2-1

1296 games with VR
Checker play: 2-ply
Cube play: 3-ply Red

2-1: Game BG   Equity
1 9/8, 6/4 W
L
.7482
.2518
.1763
.0677
.0080
.0006
+0.5267 x  (b)
2 9/6 W
L
.7314
.2686
.1738
.0702
.0088
.0008
+0.4836 (0.0431) 
3 13/11, 9/8 W
L
.7325
.2675
.1843
.1056
.0087
.0015
+0.4586 (0.0681)  (a)

“When Black failed to reenter a second time, White redoubled and Black realized too late his mistake. Black was forced to pass because he feared that White would pick up a second man and go on to win a gammon or double game.”

Rollout 
XG logo
Tom Keith 2013 
Money play
White owns 2-cube
White on roll

1296 games with VR
Checker play: 2-ply
Cube play: 3-ply Red

Cube Action Game BG   Equity
No double W
L
.6949
.3051
.4881
.0721
.0056
.0039
+0.9477 (0.0523) 
Double Take W
L
.6980
.3020
.4895
.0745
.0055
.0042
+1.3971 +1.0000 x 
Drop +1.0000

“Had Black made the correct play with the 2-1, White would not now be in a position to redouble and force Black out.”

Rollout 
XG logo
Tom Keith 2013 
Money play
White owns 2-cube
White on roll

1296 games with VR
Checker play: 2-ply
Cube play: 3-ply Red

Cube Action Game BG   Equity
No double W
L
.6059
.3941
.2982
.0883
.0013
.0052
+0.6151 x 
Double Take W
L
.6088
.3912
.3013
.0923
.0015
.0060
+0.5368 +0.5368 (0.0783) 
Drop +1.0000

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