The matches below have been analysed using GNU Backgammon.
Hint: when replaying a match, press the function key [F11] to switch to full screen and get a better view. Press [F11] again to return to normal view.
JB Camelia vs. Toon Van Herreweghen
Quarter final, recorded by Johan Segers
Michel Lamote vs. Johan Segers
Round 4 – The double match point game in the decisive match between the two club captains.
Game recorded by Bert Van Kerckhove
Michel Lamote vs. Toon Van Herreweghen
Round 3 – recorded by Johan Segers
Bert Van Kerckhove vs. Johan Segers
Round 6 – match recorded by Michel Lamote and annotated by Rogier van Gemert
Also read the official tournament report by tournament director Paulus van Rooijen.
The matches below have been recorded on camera.
Rida Hassan vs. Johan Segers
Round 8 – annotated by Johan Segers
Michael Lewicki vs. Johan Segers
Round 7 – annotated by Johan Segers
Luc Palmans vs. Marcel Nabarro
Round 6 – annotated by Luc Palmans
Luc Palmans vs. Rida Hassan
Round 5 – annotated by Luc Palmans
Rida Hassan vs. Ed Baars
Round 4 – annotated by Paulus van Rooijen
Misja Alma vs. Johan Segers
Round 3 – annotated by Misja Alma
Read this and get stronger. All links are to Backgammon Galore!
(2005) – Replies To The Opening Move
"When your opponent wins the opening roll, there are fifteen possible rolls. Those fifteen rolls can be played in perhaps a total 33 reasonable ways. Now you can roll 21 different numbers in reply. That makes a total of 33 x 21 = 693 different positions you might encounter when it is your turn if you happen to lose the opening roll. That may seem like a lot, but consider this. One of these positions will come up every other game you play. So it is worthwhile taking some time to learn how to play them."
Article
(2003) – Avoiding Burger King
"In this article, I am going to discuss five common types of flawed thinking which are likely to lead to a big error. If you can avoid the errors discussed here, you will probably be playing as close to perfection as you can."
Article
(1999) – When In Rome
"It is important to choose a play which is consistent with your position. A game plan may be great for one position, but change that position and it becomes the wrong game plan."
Article
(2000) – The Blitz
"From the potential doubler's side, it is usually easy. If it even looks like it might be a double, it is almost always correct to double. The pass/take decision is much more difficult."
Article
(1999) – Lifeline of a Backgame
"We have all heard plenty of discussion about the importance of timing when you or your opponent is playing a potential back game. But what is timing anyway?"
Article
(1999) – Five-Point Match
"Five point matches are the standard for most blitz and last chance events you will find in tournaments. In addition, unless a longer match is a runaway, one of the match scores from a five point match is likely to be reached. It follows that understanding of cube and checker play strategy for all the possible scores of a five point match will pretty much be sufficient for almost any critical decision."
Article
(2003) – Two Away Three Away
"Many players have serious difficulties making the necessary adjustments to their cube decisions at this match score."
Article
(1992) – Cluster Counting
"Over the years, I have developed a system of pip counting that significantly reduces the amount of time needed to count a position. I call it Cluster Counting. Hopefully, this fairly simple system will help you minimize the drudgery of pip counting and thus increase your enjoyment of the game."
Article
(2004) – Cube Handling in Races
"For each player, start with the basic pip count and:Increase the count of the player on roll by one-seventh (rounding down).
- add 2 pips for each checker more than 1 on the one point;
- add 1 pip for each checker more than 1 on the two point;
- add 1 pip for each checker more than 3 on the three point;
- add 1 pip for each empty space on points four, five, and six.
Article
- A player should double if his count exceeds the opponent's count by no more than 4.
- A player should redouble if his count exceeds the opponent's count by no more than 3.
- The opponent should take if the doubler's count exceeds the opponent's count by at least 2."