A backgammon board and study notebook beside a window in morning light

Your Journey

Progress, measured by understanding.

Not rating. Not wins. What you actually understand — and what to work on next.

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CONCEPTS MASTERED

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POSITIONS SOLVED

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OPENINGS LEARNED

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DAY STREAK

Practice for you

Let's spend a little more time on entering from the bar.

You re-enter through your opponent's home board — or not at all. You're at not started on this one — a few positions will move it forward.

PRACTICE ON THE BOARD

Concepts

Board & Setup

Twenty-four points, fifteen checkers, one direction home.

NOT STARTED

Checker Movement

Dice drive movement; two dice, two choices, one plan.

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The Dice

Doubles play four times, blocked points are walls.

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Hitting & Blots

A lone checker is a target; hitting sends it to the bar.

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Entering From the Bar

You re-enter through your opponent's home board — or not at all.

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Bearing Off

All fifteen home, then off. Precision beats haste.

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Gammons & Backgammons

Worth two and three — and they change every decision.

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Scoring & Match Play

Points, match lengths, and why the score changes everything.

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Pip Counting

The race number that tells you when to run and when to fight.

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Opening Rolls

Fifteen opening rolls, each with a best answer.

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Opening Replies

Answering the opener: split, slot, run or build.

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The Running Game

Ahead in the race? Break contact and don't look back.

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The Holding Game

An anchor deep in enemy ground, waiting for one shot.

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Priming

Six points in a row is a wall nothing passes.

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Blitzing

Attack everything and close the board before they land.

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Anchors

Two checkers on one point — your foothold and your insurance.

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Back Games

Losing the race on purpose, twice, and winning late.

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Timing

Having enough pips to wait for the shot you need.

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Duplication

Make the dice do two jobs — theirs, not yours.

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Race vs Contact

Two different games; knowing which one you're in is the skill.

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Bear-Off Strategy

Clear from the back, stack the even points, never leave the shot.

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The Doubling Cube

The invention that turned backgammon into a thinking market.

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Double / Take / Pass

Three answers, and the equity maths behind each.

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Cube Ownership

Whoever holds the cube holds the option on the future.

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Recubes

Sending it back — the most powerful moment in a match.

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Gammon Value

When the extra point changes the cube decision.

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The Crawford Rule

One game with no cube, and the strategy that follows.

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Match Equity

At every score, some doubles are right that money play forbids.

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Advanced Checker Play

Pay now or pay later, diversify, and stay flexible.

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Levels

Level 1

First Rolls

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Level 2

Sound Fundamentals

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Level 3

Game Plans

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Level 4

Sharp Decisions

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Level 5

The Bear-Off

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Level 6

The Cube

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Openings