Volume 1: Refining the Basics
1. Introduction
Why backgammon
About this book
Methodology
2. Basic Rules
Setting up the board
Beginning your turn
Checker movement
Doubles
Making a point
Blots, hits, and the bar
Bearing off
Ending your turn
Gammons and backgammons
Notation
3. Probability
Dice
Computing probabilities
Probability table
Direct versus combination shots
Blocked combination shorts
Multiple checker shots
Shot counting exercises
Entering from the bar
4. Basic Strategy
Criitical Points
Builders
Creating builders
Point making
Eligible and ineligible builders
Anchors
Creating anchors
Anchor or cover
Anchor or hit
Barpoint anchor
Anchors as a defense
Multiple anchors
Abondoning anchors
Primes
Building primes
Escaping primes
5. Opening Moves
6. Doubling basics
When to double
When to take/drop
Doubling in a race
7. Counting
Basic counting
Crossover counting
Cluster counting
Cluster counting problems
Cluster counting answers
Mental shifting
Mental shifting problems
Mental shifting answers
8. First Game
Opening roll
Reply to the opening move
Make a decision
Establish an anchor
Build a four point prime
Take half a roll away
Create and eligible builder
Run to the midpoint
Build a board
Clear a stack
Make a run for it
Commit to the race
Race to the finish
9. End Game
Trice triangle
Bearing in
Unimpeded bear in
Impeded bear in
The last desperate roll
Avoiding gammons
Volume 2: The Path to Advanced Play
10. Equity
11. Game Plans
Race
Prime
Basic priming
Prime vs. prime
Attack
Ambush
Basic ambush
Backgames (evolved ambush)
Transition
Exercise choosing the right game plan
Game plan exercise
Game plan answers
12. Strategic Concepts
Timing
Duplication
Diversification
Connectivity
Board strength
13. Playing Tactics
Distraction
Play now or pay later
Slotting
Double hit
Close out
Switching points
Saving numbers
14. Doubling tactics
TRAP
Woolsey's law
Simborg's law
Market losers
Racing doubles Keith count
Racing doubles Reichert count
Reichert quick computational formula
Priming doubles (prime vs. prime)
Early doubles
Too good to double
Reference positions doubling
15. Match play
Automatic doubles (post crawford strategy)
Free drops
Gammon go, gammon save, and DMP
Introduction to match equities
Rockwell-Kazaross match equity table
Neil's numbers
Turner match equity formula
Match equity problems
Introduction to take points
Take point formula
Take point computational formula
Take point table: 2 away to 7 away
16. Challenging Positions
Second man up
A choice of three sixes
Pressure from a four cube chouette double
Is it a take with 13 men off
Blot inside or blot outside
Tough choice for a four
Can red escape in time
Goldilocks and the three moves
An abundance of fives
17. Appendix
Replies to opponent's opening moves
18. Bibliography
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