
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 BOARDConcepts
Board & Setup
Twenty-four points, fifteen checkers, one direction home.
Checker Movement
Dice drive movement; two dice, two choices, one plan.
The Dice
Doubles play four times, blocked points are walls.
Hitting & Blots
A lone checker is a target; hitting sends it to the bar.
Entering From the Bar
You re-enter through your opponent's home board — or not at all.
Bearing Off
All fifteen home, then off. Precision beats haste.
Gammons & Backgammons
Worth two and three — and they change every decision.
Scoring & Match Play
Points, match lengths, and why the score changes everything.
Pip Counting
The race number that tells you when to run and when to fight.
Opening Rolls
Fifteen opening rolls, each with a best answer.
Opening Replies
Answering the opener: split, slot, run or build.
The Running Game
Ahead in the race? Break contact and don't look back.
The Holding Game
An anchor deep in enemy ground, waiting for one shot.
Priming
Six points in a row is a wall nothing passes.
Blitzing
Attack everything and close the board before they land.
Anchors
Two checkers on one point — your foothold and your insurance.
Back Games
Losing the race on purpose, twice, and winning late.
Timing
Having enough pips to wait for the shot you need.
Duplication
Make the dice do two jobs — theirs, not yours.
Race vs Contact
Two different games; knowing which one you're in is the skill.
Bear-Off Strategy
Clear from the back, stack the even points, never leave the shot.
The Doubling Cube
The invention that turned backgammon into a thinking market.
Double / Take / Pass
Three answers, and the equity maths behind each.
Cube Ownership
Whoever holds the cube holds the option on the future.
Recubes
Sending it back — the most powerful moment in a match.
Gammon Value
When the extra point changes the cube decision.
The Crawford Rule
One game with no cube, and the strategy that follows.
Match Equity
At every score, some doubles are right that money play forbids.
Advanced Checker Play
Pay now or pay later, diversify, and stay flexible.
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
The Fifteen Opening Rolls
Every possible opening roll, the recommended play, and the reason it earns its place.
OPEN COURSE
The Holding Game
How to sit on an anchor, keep your board strong, and turn one shot into a game.
OPEN COURSE
Your First Hundred Cube Decisions
The doubling cube explained through the five decisions every player faces weekly.
OPEN COURSE