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Backgammon --- Frequently Asked Questions. [monthly]
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Author: Mark Damish
Date: Wed, 08 Dec 1993 15:26
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Archive-name: games/backgammon-faq
Posting-frequency: Monthly, around the 13th of each month.
Last-modified: December 1993
Version: 9312




=============================================================================


   This is the rec.games.backgammon FAQ #2 for 13 DEC 1993. 



FAQ /F-A-Q/ or /faq/ [USENET] n.  1. A Frequently Asked Question.  2. A 
    compendium of accumulated lore, posted periodically to high-volume 
    newsgroups in an attempt to forestall such questions. Some people prefer
    the term 'FAQ list' or 'FAQL' /fa'kl/, reserving 'FAQ' for sense 1.

        ---from: The jargon file, Version 2.9.12, 10 May 1993


Editor:
   Mark Damish   damish@ll.mit.edu

Purpose:
   The purpose of this FAQ is to answer commonly asked questions which
   come up on the rec.games.backgammon newsgroup and to compile a set of 
   resources which might be useful to backgammon players in general.

Contributions: 
   Contributions will be thankfully accepted. Send E-Mail to the editor of
   this list for inclusion and credit in future FAQs.

Availability:
   The FAQ will be posted on/around the 13th (13: is such a nice opening roll)
   of each month to rec.games.backgammon. A copy will also be posted/mailed
   to the moderated groups news.answers and rec.answers.

Archive:
   Once this FAQ is accepted on the moderated groups it should become 
   available on rtfm.mit.edu, which is a FAQ archive site. Info on retrieving
   from rtfm.mit.edu will be made available in the future.
            
Disclaimer:
   This posting is provided on an "as is" basis, NO WARRANTY whatsoever is
   expressed or implied, especially, NO WARRANTY that the information
   contained herein is correct or useful in any way, although both are
   intended.

Editorial:
   Blah blah, blah. Blah blah..

Changes: 
   Yes, many. See the Table of Contents. The changes are
   marked with a '|' in the leftmost margin of the text.

Gratitude:
   Major and minor contributions and suggestions from the following:
      Matthew Clegg    The entire 'What is Internet' section.
      Michael Jampel   Chess Server Info.
      Rolf Kleef       Nackgammon.
      Andy Latto       Jacoby, Holland, Beavers, Chouette, Useful advice.
      Peter Nickless   Acey-Deucy Submission.
      Perry R. Ross    LDB (Long Distance Backgammon) mail server info.
      Mark Rozer       Inspired me to play this game.
      Michael Urban    Boston area playing spots.
      Michael J. Zehr  Book Review, Holland rule, EXBG info for MAC.
      Vincent Zweije   FIBS description. Narda description.
      [I apologize if I missed anybody]

      PLUS Thanks to all who have submitted material to the 
           rec.games.backgammon newsgroup, whether or not it 
           has been used here. Material from rec.games.backgammon
           is credited where used.

      THANKS! May you roll above average when you need it most.

      
=============================================================================

News:

   Information that may or may not be included in the current FAQ:

   -- There are new backgammon books available. See the Resources section.
   
   -- There is now a second backgammon server online, running on a 486 Unix
       box. 'Netgammon' can be reached 24 hours at balder.novalink.com 3200 
      (IP address 192.233.90.2 3200)  [Thanks Garrett] 
      It is currently not as 'mature' as FIBS, command wise, but should
      be getting better all the time. Great ping statistics from Boston!
   
   -- Expert Backgammon V2.1 is shipping now. A Mac version is due in 
      early 1994. Info can be found in the 'Which programs are good...'
      section.

   -- FIBS has a new home!  fraggel65.mdstud.chalmers.se 4321
                            129.16.235.153 4321



=============================================================================


TABLE OF CONTENTS:

e = Empty.
+ = First time answer.   
c = Small change or addition.
C = Large change, addition or replacement.
. = Same as it ever was.


ESSENTIALS:
+ A1.  What is backgammon?
C A2.  What are the basic rules of the game?
C A3.  What is the doubling cube for?
c A4.  What is the Crawford rule? (Why won't FIBS let me double?)
c A5.  What is the Jacoby rule?
+ A6.  What is the Holland rule?
+ A7.  What are those critters---Beavers, racoons, otters...?
+ A8.  What is a chouette?

ELECTRONIC BACKGAMMON: VS. OTHER HUMANS:
. B1.  What is FIBS?
. B2.  What is the Internet and how do I get onto it?  (From OK.FAQ)
. B3.  Are there any GUI's for FIBS?
c B4.  What other ways are there to play people via nets/modems/e-mail?
. B5.  Are there any electronic tournements?
c B6.  Do other game servers exist?

ELECTRONIC BACKGAMMON: VS. MACHINE:
. C1.  Are there any BG programs out there for my computer? Where are they?
C C2.  Which programs are good? Which suck? How good is good?
e C3.  Why is it so hard to write a good backgammon program anyways?
. C4.  What is the Portable Backgammon Project?
c C5.  What is TD-GAMMON?

RESOURCES:
. D1.  I'm looking for a club to play in... 
c D2.  Where are the tournements?
. D3.  I'm looking for information about newsletters and other publications.
C D4.  What books are available? Which are worth reading?
. D5.  What other backgammon software is available?
c D6.  Where does one purchase backgammon supplies and books?

MISC:
c E1.  What other games can be played on a backgammon board?
+ E2.  How does one become a better player?




=============================================================================
ESSENTIALS:
=============================================================================

A1.  What is backgammon?

|  Backgammon is an obstacle race between two armies of 15 men each,
|  moving around a track divided into 24 dagger-like divisions known as
|  "points".
|
|    -- The rules.


|  It's just a game.
|
|    -- Many


|  "There's an aesthetic to the game, a flow. People think the game consists
|  primarily of math --- calculating odds and so forth. That's not true. 
|  It's essentially a game of patterns, a visual game, like chess. Certain
|  patterns fit together harmoniously, make sense in a away that is 
|  nontrivial.
|
|    -- Paul Magriel


|  Answering "Why do you play backgammon":
|
|  "We have become a spectator society, one that experiences excellence
|  and creativity only by watching it on television or by reading about
|  it in newspapers or magazines...Perhaps the best way of becoming 
|  something more than a spectator is to pursue activities that do not
|  receive mass media coverage. We can invent our own art forms, or at
|  least re-label existing forms as art. Backgammon, though it is very
|  old and very common, is an excellent art form. Patterns of points and
|  blots undergo poignant mutations. The player strains to work with them,
|  to control them. One's identity is not entirely intrinsic, nor is it
|  purely acquired. We can shape ourselves just as we can shape our 
|  surroundings. By playing backgammon, that is - by creating patterns of
|  blots and points - I help to shape my identity, I set myself apart from
|  the spectators. I become alive."
|
|    -- Felix Yen (from Anchors, Jan 92)


|  [More sought]


-----------------------------

A2.  What are the basic rules of the game?



|  Backgammon Equipment
|
|   - A Backgammon board or layout.
|   - Thirty round stones, pr checkers, 15 each of two different colors,
|     generally referred to as "men".
|   - A pair of regular dice, numbered from 1 to 6. (For convenience, 
|     two pairs of dice, one for each player, are generally used.)
|   - A dice cup, used to shake and cast the dice. (Again, it is more
|     convenient to have two dice cups.)
|   - A doubling cube---A six-faced die, marked with the numerals 
|     2,4,8,16,32 & 64. This is used to keep track of the number of 
|     units at stake in each game, as well as to mark the player who
|     last doubled.


|  The Backgammon Board
|
|     Backgammon is an obstacle race between two armies of 15 men each,
|  moving around a track divided into 24 dagger-like divisions known as
|  "points".
|     The Backgammon layout is divided down the center by a partition,
|  known as the "bar" (See Diagram 1), into an outer and inner (or home)
|  board or table. The side nearest you is your outer and home tables;
|  the side farther away is your opponents outer and home boards. The
|  arrows indicate the direction of play.
|     For purposes of convenience we have numbered the points in the
|  diagram.  Though the points are not numbered on the actual board,
|  they are frequently referred to during play to describe a move or a
|  position. Your (X's) 4-point or 8-point will always be on your side
|  of the board; your opponent's (O's) will always be on his side of
|  the board.
|     A move from your 9-point to your 5-point is four spaces (the bar
|  does not count as a space). A move from White's 12-point to your
|  12-point, though it crosses from his board to yours, is but one
|  space, for these two points are really next to each other.
|     Diagram 2 shows the board set up ready for play. Each side has
|  five men on his 6-point, three men on his 8-point, five men on his
|  opponents 12-point, and two men, known as "runners", on his opponents
|  1-point. The runners will have to travel the full length of the
|  track, the other men have shorter distances to go. Note that play
|  proceeds in opposite directions, so that the men can be set up in two
|  ways. Turn the diagram upside down to see the layout if play were
|  proceeding in the other direction.


          
|         +-------------------------------------------------->
|         |
|         |   +-----------------------------< X moves this direction
|         |   |
|         |   |
|         |   |    13 14 15 16 17 18       19 20 21 22 23 24
|         |   |   +------------------------------------------+   
|         |   |   | .  .  .  .  .  . |   |  .  .  .  .  .  . |
|         |   |   | .  .  .  .  .  . |   |  .  .  .  .  .  . |
|         |   |   | .  .  .  .  .  . |   |  .  .  .  .  .  . |
|         |   |   | .  .  .  .  .  . |   |  .  .  .  .  .  . |
|         |   |   | .  .  .  .  .  . |   |  .  .  .  .  .  . |
|         |   |   |                  |   |                   |  +----+
|         ^   v   |   Outer Board    |BAR|     Home Board    |  | 64 |
|         |   |   |                  |   |                   |  +----+
|         |   |   | P  O  I  N  T  S |   |  .  .  .  .  .  . | Doubling
|         |   |   | .  .  .  .  .  . |   |  .  .  .  .  .  . |   Cube
|         |   |   | .  .  .  .  .  . |   |  .  .  .  .  .  . |
|         |   |   | .  .  .  .  .  . |   |  .  .  .  .  .  . | 
|         |   |   | .  .  .  .  .  . |   |  .  .  .  .  .  . |
|         |   |   +------------------------------------------+   
|         |   |    12 11 10  9  8  7        6  5  4  3  2  1
|         |   |
|         |   +---------------------------------------------->
|         |
|         +---------------------------------< Y moves this direction
|
|                 
|                 Diagram 1  (Numbered from X's point of view)
|
|
|
|
|      13 14 15 16 17 18       19 20 21 22 23 24
|     +------------------------------------------+   
|     | X  .  .  .  O  . |   |  O  .  .  .  .  X |
|     | X           O    |   |  O              X |
|     | X           O    |   |  O                |
|     | X                |   |  O                |
|     | X                |   |  O                |  +----+
|     |                  |BAR|                   |  | 64 |
|     |                  |   |                   |  +----+
|     | O                |   |  X                |
|     | O                |   |  X                |
|     | O           X    |   |  X                |
|     | O           X    |   |  X              O |
|     | O  .  .  .  X  . |   |  X  .  .  .  .  O |
|     +------------------------------------------+   
|      12 11 10  9  8  7        6  5  4  3  2  1
|  
|     Diagram #2  (Numbered from X's point of view)



|  Object of the game
|  
|     The object of Backgammon is for each player to bring all his men
|  into his home board, and then to bear them off the board. The first
|  player to get all his men off the board is the winner.


|  Starting the game
|
|     Each player casts one die. The player with the higher number makes
|  the first move, using the two numbers cast by his die and his
|  opponent's. In the event that both players roll the same number, it
|  is a standoff and each rolls another die to determine the first move.
|  In the event of subsequent ties, this process is repeated until the
|  dice turn up different numbers. (In some games, players double the
|  unit stake automatically every time they cast the same number; others
|  limit the automatic doubles to one. In tournament play, there is no
|  such thing as an automatic double.)


|  Moving your men
|
|     Each player's turn consists of the roll of two dice. He then moves
|  one or more men in accordance with the numbers cast. Assume he rolls
|  4-2. He may move one man six spaces, or one man four spaces and
|  another man two spaces. Bear in mind that, when moving a single man
|  for the total shown by the two dice, you are actually making two
|  moves with the one man---each move according to the number shown on
|  one of the dice.


|  Doublets
|
|     If the same number appears on both dice, for example, 2-2 or 4-4
|  (known as doublets), the caster is entitled to four moves instead of
|  two. Thus, if he rolls 4-4, he can move up to four men, but each move
|  must consist of four spaces.
|     The players throw and play alternately throughout the game, except
|  in the case where a player cannot make a legal move and therefore
|  forfeits his turn.


|  Making points
|
|     A player makes a point by positioning two or more of his men on
|  it. He then "owns" that point, and his opponent can neither come to
|  rest on that point nor tough down on it when taking the combined
|  total of his dice with one man.


|  Prime
|
|     A player who has made six consecutive points has completed a
|  prime. An opposing man trapped behind a prime cannot move past, for
|  it cannot be moved more than six spaces at a time---the largest
|  number on a die.


|  Blots
|
|     A single man on a point is called a blot. if you move a man onto
|  an opponent's blot, or touch down on it in the process of moving the
|  combined total of your cast, the blot is hit, removed from the board
|  and placed on the bar.
|     A man that has been hit must re-enter in the opposing home table.
|  A player may not make any move until such time as he has brought the
|  man on the bar back into play. Re-entry is made on a point
|  equivalent to the number of one of the dice cast, providing that
|  point is not owned by the opponent.


|  Closed board
|
|     A player who has make all six points in his home board is said to
|  have a closed board. If an opponent has a men on the bar, he will not
|  be able to re-enter it since there is no vacant point in his
|  adversary's home board. Therefore, he forfeits his turn, and
|  continues to do so until such time as the player has to open up a
|  point in his home board, thus providing a point of re-entry.


|  Compulsory move
|
|   y
|  way for him to do so. If he cannot legally take both numbers case, he
|  must take whichever he can. If he can take either of the numbers but
|  not both, he must take the higher number. A player cannot voluntarily
|  pass his turn.


|  Bearing off
|
|     Once a player has brought all his men into his home board, he can
|  commence bearing off. Men borne off the board are not re-entered into
|  play. The player who bears off all his men first is the winner. A
|  player may not bear off men while he has a man on the bar, or outside
|  his home board. Thus if, in the process of bearing off, a player
|  leaves a blot and it is hit by his opponent, he must first re-enter
|  the man in his opponents home board, and bring it round the board
|  into his own home board before he can continue the bearing off
|  process.
|     In bearing off, you remove men from the points corresponding to
|  the numbers on the dice cast. However, you are not compelled to
|  remove a man. You may, if you can, move a man inside your home board
|  a number of spaces equivalent to the number of a die.
|     If you roll a number higher than the highest point on which you
|  have a man, you may apply that number to your highest occupied point.
|  Thus, if you roll 6-3 and your 6-point has already been cleared but
|  you have men on your 5-point, you may use your 6 to remove a man from
|  your 5-point. However, suppose you roll 5-3 and your 5-point has been
|  cleared but you have men on your 6-point and 4-point. Now, the 5 may
|  not be played by removing a man from your 4-point, since you can make
|  a legal move with that number. You must move a man from your 6-point
|  to your 1-point.


|  Gammon and Backgammon
|
|     If your bear off all 15 of your men before your opponent has borne
|  off a single man, you win a gammon, or double game. If you bear off
|  all 15 men before your opponent has cleared all his men from your
|  home board, you win a backgammon, or a triple game.


|  Cocked dice
|
|     It is customary to cast your dice in your right-hand board. Both
|  dice must come to rest completely flat in that board. If one die
|  crosses the bar into the other table, or jumps off the board, or does
|  not come to rest flat, the dice are "cocked" and the whole throw,
|  using both dice, must be retaken.


-----------------------------------------------------------------------------

A3.  What is the doubling cube for?

|  The doubling cube
|
|     The introduction of the doubling cube into the game is largely
|  responsible for the leap in popularity of modern backgammon.
|
|     Each face of the doubling cube bears a number to record
|  progressive doubles and redoubles, starting with 2 and going on to 4,
|  8, 16, 32 & 64. At the commencement of play, the doubling cube rests
|  on the bar, between the two players, or at the side of the board. At
|  any point during the game, a player who thinks he is sufficiently
|  ahead may, when it is his turn to play and before he casts his dice,
|  propose to double the stake by turning the cube to 2. His opponent
|  may decline to accept the double, in which case he forfeits the game
|  and loses 1 unit, or accept the double, in which case the game
|  continues with the stake at 2 units. The player who accepts the
|  double now "owns" the cube---which means that he has the option to
|  redouble at any point during the rest of the game, but his opponent
|  (the original doubler) may not. If, at a later stage he exercises
|  this option, his opponent is now faced with a similar choice. Ho may
|  either decline the redouble and so lose 2 units, or accept and play
|  for 4, and he now "owns" the cube. A player may double when he is on
|  the bar even if his opponent has a closed board and he cannot enter.
|  Though he does not roll the dice, for he cannot make a move, he still
|  has the right to double. Note that gammon doubles or backgammon
|  triples the stake of the cube.


-----------------------------------------------------------------------------

A4.  What is the Crawford rule? (Why won't FIBS let me double?)

  [From the FIBS help screens:]

  If you are playing a n-point match and your opponent is ahead
  of you and he gets to n-1 points you are not allowed to use
  the doubling cube in the next game to come.

   EXAMPLE:
             5 point match
                  score
     game #   You      opponent
        1      0          3
        2      0          4
        3      1          4   (you were not allowed to double in this game)
        4      3          4   (you were allowed to double again)
       ...    ...        ...
   
|  -----
|
|  The Crawford rule is universally used in backgammon match play.


-----------------------------------------------------------------------------

A5.  What is the Jacoby rule?

   The Jacoby rule is used in money games. It states, that a gammon
   or backgammon may not be scored as such unless the cube has been
   passed and accepted. The purpose is to speed up play by eliminating
   long undoubled games. 
|  
|  The Jacoby rule is never used in match play.
|

-----------------------------------------------------------------------------

A6.  What is the Holland rule?

|  This rule applies to match games and states that in post-Crawford games
|  the trailer can only double after both sides have played two rolls.  It
|  makes the free drop more valuable to the leader but generaly just
|  confuses the issue.
|
|  Unlike the Crawford rule, the Holland rule has not proved popular,
|  and is rarely used today.


-----------------------------------------------------------------------------

A7.  What are those critters---Beavers, racoons, otters...?

|  In money play, if player A doubles, and player B believes that he is
|  a favorite holding the cube, he may turn the cube an extra notch as he
|  takes, and keep the cube on his own side. For example, if A makes an
|  initial double to 2, B may, instead of taking the double and holding a
|  2 cube, say "beaver", turn the cube an extra notch to 4, and continue 
|  the game holding a 4 cube.
|
|  If A believes that B's beaver was in error, some play that he may then
|  "raccoon", turning the cube yet another notch (to 8 in the example). Cube
|  ownership remains with B. B may then if he wishes turn the cube yet 
|  another notch, saying "aardvark", or "otter" or whatever silly animal 
|  name he prefers (the correct animal is a matter of controversy), and so 
|  forth.
|
|  Beavers and the rest of the animals may be played or not in money
|  play, as the players wish.
|
|  Beavers and other animals are never used in match play.
|
|  -- Andy Latto


-----------------------------------------------------------------------------

A8.  What is a chouette?

|  A chouette is a social backgammon variant for more than 2 players.
|  One player is "the box", and plays against all other players
|  on a single board. One other player is the captain, and rolls the
|  dice and makes the plays for the team that opposes the box. If the
|  box wins, the captain goes to the back of the line, and the next player
|  becomes captain. If the captain wins, the box goes to the back of the
|  line, and the captain becomes the new box.
|
|  Customs vary as to the rights of the captain's partners: In some chouettes,
|  they may consult freely as to the way rolls should be played. In
|  others, consultation is prohibited. A compromise, where consultation
|  is allowed only after the cube has been turned, is popular.
|
|  Originally, chouettes were played with a single cube. The only
|  decisions that players other than the captain were allowed to make
|  independently concerned takes: If the box doubled, each player on the
|  team could take or drop independently. Today, multiple-cube chouettes
|  are more popular; each player on the team has his own cube, and all
|  doubling, dropping, and taking decisions are made independently by all
|  players.
|
|  -- Andy Latto



=============================================================================
ELECTRONIC BACKGAMMON: VS. OTHER HUMANS:
=============

B1.  What is FIBS?

|  [This was mistakenly credited to the wrong person last month. 
|   Sorry Vincent!]

|  [Adresses edited to reflet FIBS move to Sweden]

   From: zweije@wi.leidenuniv.nl (Vincent Zweije)

   FIBS stands for First Internet Backgammon Server.  It is a
   telnet server you can use to play backgammon.  You can reach it
   by telnetting to fraggel65.mdstud.chalmers.se 4321 
   (129.16.235.153), port 4321.  Sometimes tournaments are organized 
   on this server.

   You can use Tinyfugue as your telnet client program to connect
   to FIBS.  You can get Tinyfugue by ftp from ferkel.ucsb.edu
   pub/mud/Clients/tf.2.1.beta2.tar.z.  A specialized version
   (patch to the original or whole package) with a separate
   backgammon board window is available by ftp from
   figment.csee.usf.edu in directory pub/misc/FIBS_client.

   An X display version is being worked on.

   --------------------------------------------------------------------------

   If using Tinyfugue instead of a standard window/screen---GET THE 
   BG-SPECIFIC VERSION, which can be ftp'd from [???]

   It is a good idea to read the help screens online, or download it.
   The help file can be gotten by ftp to 134.130.130.46, and found in
   /pub/FIBS/fibshelpfiles.tar.Z. Help can also be had via the gopher
   server at the same address, port 70.


-----------------------------------------------------------------------------

B2.  What is the Internet and how do I get onto it? (From OK.FAQ)

|  [This is copied verbatum, with permission, from OK.FAQ. References to 'OK'
   are refering the the bridge server.]
   [Permission from from mclegg@cs.ucsd.edu (Matthew Clegg) for use here.]

   In addition to having access to a Unix system, you must also be connected 
   to the Internet.  The Internet is a worldwide computer network which was
   founded for the sake of promoting research and education.  Recently,
   the Internet has been broadening its mission and it's likely that
   soon the Internet will be open for commercial as well as educational
   uses.

   Already it is possible for the general public to obtain access to
   the Internet for a modest fee in many metropolitan areas of the U.S.  
   A few representative Internet providers include:

   Area Served    Voice No.     Email                 Organization
   -----------    --------      -----                 ------------
   West Coast     408-554-UNIX  info@netcom.com       Netcom Online Comm. Svcs
   Boston         617-739-0202  office@world.std.com  The World
   New York City  212-877-4854  alexis@panix.com      PANIX Public Access Unix

   Many OKbridgers play from home using a PC or Mac and a modem.
   Frequently, these people have obtained access to the Internet by
   purchasing an account from a "public access unix system connected to
   the Internet," which is the jargon describing the service provided by
   the above companies.  Having obtained such an account, it is usually a
   simple matter to obtain OKbridge and begin playing (see below).

   If you will be searching for a means to use OKbridge, it is important
   to remember the wording, "public access unix system (directly) connected 
   to the Internet."  There are a number of BBS operators who have email
   connections to the Internet, but this is not sufficient.  Also,
   there are several network services which provide access to the
   Internet but which are not Unix based (Delphi is a notable example).

   For more information about the Internet, which is an amazing and
   wonderful resource, see the books:

   Krol, Ed, The Whole Internet: User's Guide & Catalog,
     O'Reilly & Associates, 1992.

   Kehoe, Brendan P., Zen and the Art of the Internet: A Beginner's Guide,
     2nd ed., Prentice Hall, 1993.

   LaQuey, Tracy, with Jeanne C. Ryer, The Internet Companion:
     A Beginner's Guide to Global Networking, Addison-Wesley, 1993.

   These books are filled with useful information about Unix and the
   Internet, including how to send electronic mail, how to download
   free software, and how to access some of the many information services
   which are available on the Internet.


-----------------------------------------------------------------------------

B3.  Are there any GUI's for FIBS?

   An X display version is being worked on and a mac specific program has been
   mentioned.

   See 'What is FIBS?' for a description of Tinyfugue.

-----------------------------------------------------------------------------

B4.  What other ways are there to play people via nets/modems/e-mail?


   - Genie - An electronic service which includes multi-player games
             including backgammon. Pay by the hour for use.
   
   [Who has information for getting started on Genie?]
   [Who has opinions about backgammon on Genie (Mine were quite negative) ]


   --------------------------------------------------------------------------

   - ldb   - Long Distance Backgammon. Play backgammon by E-mail.
|            Written by Perry R. Ross (perry@aap.com)

   From the ldb man page:

   Ldb allows two people to play backgammon over a network using electronic
   mail.  It runs on character-oriented terminals, or emulators therof, using
   the curses screen package. It will run on most UNIX dialects, as well as
   VAX-C under VMS 5.0 and above.  Ldb handles all aspects of starting,
   playing, checking, and scoring games.  It enforces all normal game rules,
   as well as several optional rules, and will not let you make an illegal
   move. When you have made your moves, ldb will automatically package your
   move and send them to your opponent.

|  -----
|
|  The latest version is 1.3.1. Version 1.3 can be found in directory 
|  volume36, and the patch in volume39 at your favorite comp.sources.misc
|  archive site. Use:
|                          'unix_prompt$ archie ldb' 
|  to locate the sources.


   [Has anybody written a PC/Mac version using CC-mail via a Novell network?]
  
|  [from Perry...]
|  Well, I'd always intended to do a PC port, but just never got around to it.
|  I was a bad boy, 32-bit wise, so there would be a little effort involved
|  making it 16-bit clean.  There's a package that simulates curses on a
|  PC, I've heard.  As far as the particular mail transport, ldb doesn't
|  really care.  It puts outgoing messages into a text file and executes
|  a user-defined command to send the message.  Incoming mail can be read
|  from a user-defined file (or pattern, to read multiple files), which
|  ought to be pretty transport-independent.  It wouldn't be that hard
|  to port, I don't think.

|  [Anybody have a little ambition?]



-----------------------------------------------------------------------------

B5.  Are there any electronic tournements?

   There are tournements on FIBS and Genie.

   Tournements on FIBS have been organized by David Eggert. They are
   particulary fun, as they seem to be designed to try and equilize playing
   skill levels!  Contact:  -- 'Snoopy' on FIBS
                            -- eggert@mozart.ms.uky.edu


   Genie has a quarterly single elimination tournament. $25 entry fee. Cash 
   and credit prizes for first-fourth place. Hourly fee in effect while you 
   play. Up to 8 previous winners automatically get 'byes'. Bummer.


-----------------------------------------------------------------------------

B6. Do other game servers exist?

   Yes. I'm aware of a bridge server, and a scrabble server. Information
   about the bridge server can be found in rec.games.bridge. Get OK.FAQ.


   ----


   Newsgroups: rec.games.backgammon
   From: dave@clark.dgim.doc.ca (Dave Thompson)
   Subject: ADDRESS FOR SCRABBLE SERVER
   Date: Thu, 15 Jul 93 16:22:29 GMT
     
     For those of you who are interested in trying the Scrabble server, 
     telnet to the following address.
     
     134.53.14.112 7777


   ----


   There is an Internet Chinese Chess server. 
   USA:     telnet coolidge.harvard.edu 5555       or 128.103.28.15 5555
   Sweden:  telnet hippolytos.ud.chalmers.se 5555  or 129.16.79.39  5555


   ----


|  From: jampel@cs.city.ac.uk at SMTP-Post-Office 11/15/93
hess to backgammon FAQ
|
|  There is an Internet Chess Server in Denmark called ICS.
|
|  If you create an executable shell script containing one line
|  (I have split it onto two lines for readability)
|
|  unix_prompt$ xterm -sb -sl 500 -geometry 82x60+0+100 -T 'ICS - Denmark' -e
|  /usr/local/bin/xboard -ics -icshost bentley.daimi.aau.dk -mono
|
|  you will get an Xterminal connection (assuming you posses xboard,
|  which is (I think) a GNU chess program).
|
|  Presumably, if you jsut telnet to bentley.daimi.aau.dk and try
|  loggining on as ics or something, you should find out more.
|
|  Michael Jampel


   ----


|  From: buro@uni-paderborn.de (Michael Buro)
|  Date: 15 Nov 1993 13:22:25 GMT
|  Newsgroups: rec.games.abstract
|  Subject: Othello-Server
|  
|  Hello Othello-Freaks,
|  
|  an Internet-Othello-Server (IOS) has been installed here in Paderborn 
|  to enable you to play Othello with other people (or programs) from
|  all over the world. 
|  Use "telnet faust.uni-paderborn.de 5000" to connect and feel free to 
|  send bug reports and comments to igor@uni-paderborn.de or 
|  buro@uni-paderborn.de .
|
|  Best wishes and happy othelloing
|  
|  Michael.
|
|  PS  Reversi == Othello  (Othello is the TM for the commercial product)


   ----


   About the same time that FIBS appeared, a second server appeared in
   the USA. In their infancy, both servers had about the same number of
   features, although they were slightly differant. The first server went
   down for a while, while it was relocating, and everybody started using
   FIBS exclusavely. Unfortunately, the operater of the US server decided
   to close his server down due to lack of use. Too bad. I believe that
   before he went 'off the air' he volunteered the source for his server.

|  [Note: This server is now operational at balder.novalink.com 3200]




=============================================================================
ELECTRONIC BACKGAMMON: VS. MACHINE:
=============================================================================

C1.  Are there any BG programs out there for my computer? Where are they?

   Most PD/Shareware backgammon programs are currently weak. The strongest
   that I have played has been bg06.zip for windows. This _looks_ an awfull
   lot like the comercial program "BG by George". I've also seen the
   Spinnaker program sold as public domain, even though it is still being
   sold comercially.

|  If you are serious about playing, Expert BG 2.1 can be bought for
|  US$50, with the rollout features disabled, or for US$150, with them
|  included. A 'Pro' version with enhanced rollout features is also
|  availab;e. See the 'What Programs Are Good...' section.
|  A new Mac version has been mentioned for early 1994.


-----------------------------------------------------------------------------

C2.  Which programs are good? Which suck? How good is good?


     Program Name        Source      Type        Score
     -----------------   ------      ------      ------
|   *TD-GAMMON           N/A         N/A           ????
|  **Expert BG 2.1       Weaver      IBM-PC       -????
     Expert BG 1.61      Weaver      IBM-PC       -0.25
     Championship BG     Spinnaker   IBM-PC       -0.66
     Expert BG           Komodo      MacIntosh    -0.82
     Sensory BG 2        Scitek      Portable     -0.94
     Backgammon          Odesta      IBM-PC       -1.20
     BG by George        GS Labs     IBM-PC/Win   -1.52
     Video Gammon        Baudville   IBM-PC       -1.61
     PC-Gammon           Repsted     IBM-PC       -3.67
     Gammon              Gakken      Portable    -12.40
     Windows BG          Baudville   IBM-PC/Win  -13.83
     Gammon Pal          Fidelity    Portable    -15.63
     Micro BG            Fidelity    Portable    -15.53
     Games People Play   Toolworks   IBM-PC      -26.60

|  [ Originally from Inside Backgammon. ]

|   *  Available 1 DEC 93.
|   ** Not available commercially, but may sometimes be played on FIBS.

|  Score is the number of points lost per game, on average, against a top
|  flight human player. Very large numbers are caused by bad doubling
|  algorithms which cause a program to double when behind (typically when
|  primed but ahead in the race), causing the computer to lose some very
|  large cubes.

|  NOTE: When buying Expert Backgammon for the MacIntosh from the
|  Backgammon Press, they read from a sheet of paper which says that they
|  are supposed to tell you that the program runs under system 6, and 
|  won't run under system 7. I've had one person respond that the
|  progrm runs under system 7.1 on their machine. Stay tuned. [info sought]

   ----

|  TD-Gammon, a neural network backammon program by Gerry Tesauro,
|  plays at the level of human experts. It is not, alas, available
|  commercially. See 'What Is TD-Gammon' for more details. It has
|  been estimated to play at a -0.20..-0.25 points per game.

|  In the November/December 93 issue of Inside Backgammon, there is an
|  article by Kit Woosley, which rates ALL of the moves made by 3 progams
|  for an entire 31 game series. TD-GAMMON was the strongest! I think that
|  this is enough to officially call it the strongest backgammon program
|  in existance!!!!

   --------------------------------------------------------------------------

|  [ Expert Backgammon version 2.1 is available for the PC. version 1.6
     will remain available. ...Mark]

|  Product Review: Expert Backgammon 1.6 for the IBM PC
|
|  Newsgroups: rec.games.backgammon
|  From: baileff@cbnewsm.cb.att.com (robert.a.meese..jr)
|  Subject: Review: Program for PC
|  Date: Tue, 2 Feb 1993 14:19:48 GMT
|  
|  
|  
|                          Expert Backgammon - Version 1.6
|                               A Program for the PC
|                      Reprint from HBC Newsletter Nov-Dec 1992
|                                  by Butch Meese
|  
|      Expert Backgammon was unveiled at World Cup III Backgammon Tournament
|  in August.  It is a PC version of the Expert Backgammon that Tom Johnson
|  has written for the MAC (Macintosh).  Tom Weaver worked over a year to 
|  bring it to life on the PC.  
|  
|  The PC version is rich in features:
|    1) Two play modes: heads-up and match.
|    2) Roll-outs capability.
|    3) Sound selectable OFF/ON.
|    4) Positions and games can be saved and retrieved to/from files.
|    5) Dice automatically rolled or entered manually.
|    6) Can invert the position.
|    7) Five levels of difficulty.
|    8) Can take back move.
|    9) Variable speed of checker movement, user selectable.
|   10) Jacoby Rule is selectable during heads-up games.
|   11) Can beaver during heads-up.
|   12) Print-out of individual games.
|   13) Match equity is displayed after each game or on demand.
|   14) Pipcount displayed.
|   15) All settings and board position are saved when the program exits 
|       so you will be at same conditions the next time you run the program.
|   16) Cube setup option.
|  
|      The user interface is quite good; requires VGA monitor.  The backgammon
|  board fills the screen and is easy on the eyes.  The dark gray and black
|  board has light gray and blue pips with red and black checkers.  The arrow
|  and space keys provide easy control of all movements of the checkers.
|  
|      It lacks written documentation, but for the experienced PC and 
|  backgammon person, that should not be a problem.  The built-in Help Menus 
|  are only a few keystrokes away.
|  
|      The speed of the checker movement is selectable from 1 (fastest) to
|  99 (4 seconds between each move).  I suggest playing at the speed of 20
|  because playing at the fastest speed, you may miss what the program plays.
|  You cannot notice a difference by changing the speed by one or two settings.
|  It might be better to have only 20 settings from 1 to 20. 
|  
|      The roll-out feature is the most valuable and interesting for students
|  of the game.  You can choose whether the dice rolls will be random, or a
|  cross-section on either side or both sides.  You must select how many games
  roll-out runs:  1) You can watch the checker movement of every move with an
|  up-date shown on the bottom of the screen as the roll-out progresses.
|  2) The second option shows only a summary on the screen that is up-da
|  ted every game.  3) The third option only up-dates the user on what game it
|  is on every 50 games.  The big difference in the options is the total time
|  needed to complete the roll-out.  Displaying the checker movement requires
|  the most time.  Even on the fastest option, it takes hours to do a roll-out
|  on a 25MHz-386.  After a roll-out, the user has the option to print the
|  results complete with board diagram.  Because of the current level of play,
|  not all results can be trusted.  No-contact and bear-off positions should 
|  be fine.  The best way to check-out the program is to set-up the position
|  and manually enter the rolls to see how it plays.
|  
|      So far, this is the best program available for the PC.  The play of 
|  Version 1.6 is estimated to be at the Advanced Division level, meaning it 
|  does make both questionable checker play and cube decisions.  Both 
|  print-outs, game list and roll-out summary, could use some improvement.
|  
|      Special notice for those who have limited space on your hard drive: 
|  The size of the program is over 400KB.  I used PKLITE to decrease the 
|  size to just under 200KB.
|
|   The price is $100 US plus shipping and handling; $5 in the US and $10 
|  for overseas.  Specify 5 1/4" or 3 1/2" disk.
|
|      Order from: Tom Weaver,
|                  8063 Meadow Road, No. 108,
|                  Dallas, TX 75231
|                  (214) 692-1234.
|
|      You can also order either version, PC or MAC (Demo $5 or full 
|  version $65), from Carol Joy Cole: (313) 232-9731.
|  
|  [These prices might not be current.]  <--------------------------------
|  [Also available from the GAMMON PRESS of course (md)]
|  [NOTE: THE CORRECT PRICING IS LISTED BELOW!] <-------------------------
|
|  =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|        Butch Meese            butch@att!inuxy
|      AT&T CP, Indpls          "Knowledge is a deadly friend if no one
|   Voice: (317) 845-6560        set the rules".
|    FAX: (317) 845-4727                  Rare Bird, British Rock Group
|  =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|
|  [Knowledge is a deadly friend when no one holds the key. 
|   Peter Sinfield, British lyricist, probably of Rare Bird ...Mark ]

    -------------------------------------------------------------------------




|
|              Expert Backgammon 2.1 for PC: List of features.
|
|                   Mark Damish  E-Mail: damish@ll.mit.edu
|
|
|  Here is some initial information on Expert Backgammon version 2.1 for
|  the IBM PC. A review of EXBG V 1.61 and this doc will be in FAQ until
|  a more complete review can written.
|
|
|  Intro:
|  
|        I remember November 92, the first time I walked into a backgammon
|     club to participate in a tourney. After playing on FIBS for a month,
|     I thought that I was already a decent player. Wrong. I won a match,
|     and lost a match.  Afterwards, I played a few games for $1/point. I
|     reached a simple and common holding game position where I was
|     doubled, and thought surely it was worth 25%, and took. My opponent,
|     being helpful to a newcomer, pointed out that the position was only
|     worth about 15%. Later, I was able to verify his claim using Expert
|     Backgammon, and had my first 'benchmark' position. I have since used
|     Expert Backgammon to benchmark many other simple positions.
|  
|  
|  What it is:
|  
|        Expert Backgammon, (EXBG), is a program which allows you to play
|     backgammon against the computer either in a 'money' or 'tournement'
|     format. It also allows you enter a position, and let the computer
|     'roll it out' --- that is, to let it play both sides many times, and
|     show you the results. Expert Backgammon is currently the strongest
|     computer program available commercially, and the game version is
|     quite affordable! Only TD-GAMMON might lay claim to being the
|     strongest program in the world, but alas, it is not available
|     commercially.
|  
|  
|  Brief Description of EXBG versions:
|  
|        Expert Backgammon is currently available in two releases:  1.61,
|     and 2.1.  Release 2.1 has 3 different versions, with differant
|     features
|     
|     EXBG 2.1  GAME VERSION    $50.  Plays the game of backgammon.
|     EXBG 2.1  EXPERT VERSION $150.  Plays BG, and Rolls out positions.
|     EXBG 2.1  PRO VERSION    $300.  Plays BG, and Rolls out positions. Has
|                                     some advanced rollout features.
|  
|     EXBG 1.61 EXPERT VERSION $100   Plays BG, and Rolls out positions.
|  
|     Upgrades from EXBG 1.61[expert] to EXBG 2.1[expert]  $60
|     Upgrades from EXBG 1.61[expert] to EXBG 2.1[pro]    $260
|     There are other upgrades available for the other versions as well.
|  
|  
|  Some Random Features (pro version):
|  
|     -- Fast checker movement for the human side. (no mouse)
|     -- Match or Money play options.
|     -- Optional Jacoby rule.
|     -- Cube profile statistics.
|     -- Save positions for future evaluation.
|     -- Save games to be played back later.
|     -- Computer can suggest a move.
|     -- Shot counter.
|     -- Computer can finish game, when it becomes routine.
|     -- Woosley or 35% (Friedman?) match equity table for matches.
|     -- Pip count.
|     -- Quick or Extended cube searches. Speed vs accuracy.
|     -- Rollouts:
|        -- Random dice.
|        -- Sequenced dice for one or two sides. That is all 36 possable
|           starting combinations for one or two sides.
|        -- Rollout multiple positions simultaneously in batch mode.
|        -- Duplicate dice when rolling out multiple positions.
|
|
|  Ordering Info:
|
|     Tom Weaver
|     Expert Backgammon
|     8063 Meadow Road, # 108
|     Dallas, Texas 
|     75231
|  
|     Call: Expert Backgammon (214) 692-1234   (This is an answering service)
|
|
|  Performance:
|
|     Speed: about 20-25% slower than version 1.61 during rollouts.
|            (measured)
|  
|     Cube Search: About 4x slower when deciding to give/take
|                  doubles. (Seems that way. not measured)
|  
|     Strength: Seems stronger than 1.61. 
|     
|        Strength is also a somewhat contraversial subject. Can the machine
|     play a complex prop as well as a human who is familiar with the
|     position? Does the machine have any 'blind spots' in early game play?
|     Can it 'work a prime' to get a second checker when needed? Does it
|     blitz too often, not enough? 'Seems stronger' is as far as I'll
|     venture until I learn more about how to play the game myself!
   
   
   
   ----------------------------------------------------------------------
   

|  A verbatum copy of an Expert Backgammon ad:
|  
|  ---- BEGIN AD ----
|  
|  Announcing a Major Breakthrough in Backgammon!
|  
|  Using Expert Backgammon(tm) allows you to leverage the tremendous
|  computing power of todays personal computers to dramatically improve
|  your knowledge and understanding of backgammon.
|  
|  The key to improving your level of play is being able to build up a
|  knowledge base of backgammon positions and their corresponding
|  rollout statistices. Unfortunately until now this task required
|  spending countless hours manually rolling out each position and
|  keeping track of the results.
|  
|  Now, you can use the state-of-the art artificial intelligence
|  technology in Expert Backgammon to let the computer automatically
|  rollout any legal game position and report back the results. The
|  computer will report the rollouut statistics including percentage of
|  wins, gammons, backgammons and cubeless equities in the position.
|  
|  Expert Backgammon can rollout a complete game in as little as two
|  seconds, performing hundreds of rollouts without any human
|  intervention. You can creat an on-line catalog of game positions with
|  rollout statistics for future reference.
|  
|  Expert Backgammon was developed by an elite group of computer
|  scientists with over 100 years of professional backgammon experience.
|  
|  But, don't tak our word for it, listen to what some of the top
|  backgammon players in the world have to say about Expert Backgammon:
|  
|  
|  "Expert Backgammon and it;s rollouts were significant factors in my
|  winning the 1992 U.S. Open"
|    -- Ed O'Laughlin, 1992 U.S. Open Backgammon Champion.
|  
|  "Expert Backgammon is a real breakthrough in commercial backgammon
|  programming. It plays at a much higher level than any other
|  commercial packege that has been available up to now."
|    -- Bill Robertie, two time World Backgammon Champion.
|  
|  Expert Backgammon won the 1992 World Cup Computer Championship
|  
|  To gain the competitive edge you must order Expert Backgammon today.
|  Your satisfaction is guaranteed or your money back.
|  
|  Expert Backgammon requires an IBM-PC compatible with VGA graphics.
|  
|  Expert Backgammon
|  8063 Meadow Road, Suite 108
|  Dallas, Texas 75231 U.S.A.
|  Telephone: (214) 692-1234
|  Fax: (214) 692-5010
|  
|  ---- END AD ----


-----------------------------------------------------------------------------

C3.  Why is it so hard to write a good backgammon program anyways?

   [Basic combinatorics answer goes here. Would someone please write one?]


-----------------------------------------------------------------------------

C4.  What is the Portable Backgammon Project?

   Newsgroups: rec.games.backgammon
   From: rossi@cs.unibo.it (Davide Rossi)
   Subject: Backgammon Software
   Date: Thu, 30 Sep 1993 14:03:03 GMT

   The software isn't good? It is expansive? Want more options?
   DO IT YOURSELF!

   If you are interested to join with me in making a workgroup for writing a
   portable backgammon program let me know!

   Davide.
   rossi@cs.unibo.it

   [Apparantly this group currently consists of two people so far. 
    No replies to this advertisement yet. Great Idea. Hope it flies!]
    

-----------------------------------------------------------------------------

C5.  What is TD-GAMMON?


   Newsgroups: rec.games.backgammon
   From: tesauro@watson.ibm.com (Gerry Tesauro)
   Subject: TD-Gammon paper available by FTP
   Sender: Gerald Tesauro (tesauro@watson.ibm.com)
   Date: Wed, 2 Jun 1993 18:06:35 GMT
   Disclaimer: This posting represents the poster's views, not necessarily 
               those of IBM.

   The following paper, which has been accepted for publication
   in Neural Computation, has been placed in the neuroprose
   archive at Ohio State. Instructions for retrieving the paper
   by anonymous ftp are appended below.

   ---------------------------------------------------------------
      TD-Gammon, A Self-Teaching Backgammon Program,
             Achieves Master-Level Play
      
                 Gerald Tesauro
        IBM Thomas J. Watson Research Center
                  P. O. Box 704
            Yorktown Heights, NY 10598
             (tesauro@watson.ibm.com)

   Abstract:
   TD-Gammon is a neural network that is able to teach
   itself to play backgammon solely by playing against
   itself and learning from the results, based on the
   TD(lambda) reinforcement learning algorithm (Sutton, 1988).
   Despite starting from random initial weights (and hence
   random initial strategy), TD-Gammon achieves a surprisingly
   strong level of play.  With zero knowledge built in at the
   start of learning (i.e. given only a ``raw'' description
   of the board state), the network learns to play at a strong
   intermediate level.  Furthermore, when a set of hand-crafted
   features is added to the network's input representation, the
   result is a truly staggering level of performance:
   the latest version of TD-Gammon is now estimated to
   play at a strong master level that is extremely close to the
   world's best human players.
   ---------------------------------------------------------------
   FTP INSTRUCTIONS
   
        unix% ftp archive.cis.ohio-state.edu (or 128.146.8.52)
        Name: anonymous
        Password: (use your e-mail address)
        ftp> cd pub/neuroprose
        ftp> binary
        ftp> get tesauro.tdgammon.ps.Z
        ftp> bye
        unix% uncompress tesauro.tdgammon.ps
        unix% lpr tesauro.tdgammon.ps


|  [ In the November/December 93 issue of Inside Backgammon, there is an
|  article by Kit Woosley, which rates ALL of the moves made by 3 progams
|  for an entire 31 game series. TD-GAMMON was the strongest! I think that
|  this is enough to officially call it the strongest backgammon program
|  currently in existance!!!!  ...Mark ]




=============================================================================
RESOURCES:
=============================================================================

D1.  I'm looking for a club to play in... 

   [This is very out of date. ...Mark]

   From: ekw@world.std.com (Elliott C Winslow)
   Subject: BG Clubs in North America
   Summary: List from _Chicago Point_
   Keywords: Clubs
   Date: 1 Sep 91 07:06:12 GMT
   Sender: Elliott Winslow

   Full credit for this list goes to Bill Davis @ CHICAGO POINT, 2726 West
   Lunt Avenue, Chicago, IL 60645-3039.  Except for the fact that I typed it
   in again :-).

   This is the list as of January 1991.  There are certainly updates (for
   example, the North Nevada BG Assn. is now run by Howard Markowitz, see
   the North Club), but it's a start.  The list includes more than this:
   Location, Meeting On, Time, Mail Inquires To: but I tired of typing,
   and it would be >80 chars per line.  In any case, it's enough to get
   started.  If you can't get through, let me know and I'll give your the
   other stuff for our area.

   chris@nike.calpoly.edu will probably keep this in the FAQ.
   ---
     Elliott Winslow IM  {uunet,xylogic}!world.std.com!ekw
     (718) 429-5793 {apple,pacbell,hplabs,ucbvax}!well!ekw

   	BACKGAMMON CLUBS IN NORTH AMERICA
   Phone       ;Name       ;[City]       ;Contact
   	West
   408 378 3711;Campbell Bridge & BG Club;;Jeffrey Hu
   213 634 8477;Chess Palace BG;Long Beach CA;Charles Rostedt
   805 943 5371;Antelope Valley BG;Palmdale CA;Norm Wiggins
   619 294 2007;BG Club of San Diego;;Mike Fujita
   415 552 6592;San Francisco BG;;Cheryl Silvers
   415 776 6949;San Francisco Bridge & BG Club;;Cora Lee
   818 901 0464;Gammon Associates;Van Nuys, W. Hollywood CA;Patrick Gibson
   303 778 1105;Colorado BG Assn.;Denver;Earl Earp
   702 826 1984;No. Nevada BG Assn.;Reno;Mark Richardson
   206 778 8181;Pacific NW BG Assn.;Bellevue WA;Chuck Breckenridge
   206 244 6737;Puget Sound BG Assn.;Seattle WA;Guy Thurber
   	Central
   312 252 7755;Chicago Bar Point Club;;Peter Kalba
   312 338 6380;Chicago Bar Point Club;Norridge IL;Bill Davis
   312 286 8417;North Club;Chicago IL;Howard Markowitz
   312 471 5066;Tuley Park BG;Chicago IL;Reggie Porter
   312 819 1122;Pair O'Dice BG Club;Harwood Heights IL;Gary Kay
   309 454 1947;Bloomington-Normal BG Club;;Lane O'Connor
   309 692 6909;Central Illinois BG Club;Peoria IL;Sue Will
   217 789 6275;Sangamon Valley BG Assn.;Springield IL;Mark Kaye
   708 985 1568;Pub Club;Villa Park IL;Ed Bauder
   708 446 0537;Winnetka BG Club;;Trudie Stern
   317 845 8435;Hoosier BG Club;Indianapolis IN;Butch Meese
   313 232 9731;Flint Area BG Club;Flint MI;Carol Joy Cole
   313 981 5706;Plymouth BG Cub;;Dean Adamian
   313 453 0018;Plymouth II BG Club;;Jeane Eggenberger
   313 642 9616;Cavendish North BG Club;Southfield MI;Joe Sylvester
   313 356 0480;The Club;Southfield MI;Marleen Carol
   612 521 9532;Twin Cities BG Club;Minneapolis MN;Steve Brown
   701 772 4721;Grand Forks BG Club;Grand Forks ND;Jim Schothorst
   512 344 6820;Austin BG Club;Austin TX;Randy Prater
   214 960 1118;Backgammon at Mimi's;Dallas TX;Nancy Williams
   214 361 6191;Dallas BG League;;Bill Barron
   713 498 4141;Bayou BG Club;Houston TX;George Morse
   713 879 0370;Celebrites BG;Houston TX;George Morse
   713 774 9439;Houston BG Club;;Jack Butler
   512 620 5210;San Antonio BG Club;;Marcel Mommers
   414 463 2498;Milwaukee BG Club;;Merrill Schrager
   414 332 7501;Milwaukee BG;;Rich Siebold
   	Northeast
   203 755 9749;Connecticut BG Society;Southington CT;Rob Roy
   301 530 0603;College Park BG Club;Bethesda MD;Barry Steinberg
   617 734 2230;Cavendish Club of Boston;Brookline MA;Carl Saldinger
   617 641 2091;New England BG Club;Cambridge MA;Bill Robertie
   617 863 0012;Minuteman BG Club;Maynard MA;Roy Friedman
   508 759 3900;Cape Cod BG Club;W. Barnstable MA;Mark Shaevel
   603 863 4711;Granite State BG Club;Peterborough NH;Lincoln Bedell
   201 731 0996;New Jersey BG Assn.;Hackensack NJ;Jay Rabinowitz
   914 949 5853;Bridge Deck BG;Hartsdale NY;Alan Boutchman
   516 334 4833;Greater New York BG Club;Manhasset NY;Dr. Bob Hill
   212 753 0842;Ace Point BG Club;NYC;Michael Valentine
   212 371 5151;La Coterie;NYC;Louise Goldsmith
   412 371 5844;Pittsburgh BG Assn.;;Steve Hast
   	South
   813 726 1398;Suncoast BG Assn.;Clearwater FL;Drew Giovanis
   305 457 7328;Halandale Bridge & BG Club;;Ed Silver
   407 351 9986;Orlando BG Club;;Al Aki
   407 833 0499;Palm Beach BG;;Norma Miele
   305 527 4033;International BG Assn.;W. Palm Beach;Les Boyd
   813 966 5357;BG Society of Sarasota;;Cal Kendall
   404 921 0672;Atlanta BG Assn.;;Randy Cooper
   502 429 0153;Louisville BG Club;KY;Scott Arche
   	Canada
   403 229 2024;Calgary BG;Hal Heinrich
   416 925 6929;Toronto BG;Scarborough ON;Carl Sellars
   613 741 2530;Nat'l Capital BG Club;Vanier ON;Eden Windish
   514 284 0613;Pips BG Club;Montreal QB;Michel Gagnon
   	Mexico
   011 52 748 48918;BG at Kycho's;Acapulco GRO;Mauricio Chavez


   --------------------------------------------------------------------------
   
   Playing Backgammon in the Boston area:

   From: mau@world.std.com (Michael A Urban)
   Date: 19 Oct 1993

   Frequently, membership fees are waived for initial participants.
   For complete details, contact the club of interest.


   Cavendish Club                         617-734-2230
   111 Cypress St.
   Brookline, MA  02146        USA        Fee:  $150/year

   The Cavendish runs chouettes on Thursday evenings and Saturday
   afternoons.  The club also has duplicate and rubber bridge.


   New England Backgammon Club            617-643-8154
   c/o Sheraton Commander Hotel           President:  Seth Towle
   16 Garden Street
   Cambridge, MA 02138-3609    USA        Fee:   $35/year

   The NEBC runs weekly Monday tournaments starting at 7pm and
   monthly Sunday tournaments beginning at 1pm.  No smoking is
   permitted in the tournament room.  The NEBC publishes, "Anchors",
   a monthly newsletter.

   [Note: Some Sunday tournaments start at noon. Nov and May in 93/94 season]

-----------------------------------------------------------------------------

D2.  Where are the tournements?

|  -- Look for ads in backgammon newsletters.
|  -- Check backgammon clubs.
|  -- Some times announcements are posted to the newsgroup
|     rec.games.backgammon.


-----------------------------------------------------------------------------

D3.  I'm looking for information about newsletters and other publications...

   Here is a list of Backgammon newsletters, with descriptions,
   posted to the newsgroup rec.games.backgammon by Butch Meese:


   Anchors: Newsletter of the New England Backgammon Club
      Monthly except July, usually 8 pages, two devoted to local news
      with remaining to analytical material and backgammon related 
      stories with minimal advertising.
      Subscription: USA/Canada/Mexico: $15/year.
                    Overseas: $25/year (check drawn on U.S. bank).
      Contact: NEBC
               c/o Sheraton-Commander Hotel
               16 Garden Street
               Cambridge, MA 02138-3609

   Chicago Point Newsletter - A Prime Source of Backgammon Information
      Monthly newsletter, 10 pages:
      Subscription: USA/Canada/Mexico: $25/year.
                    Overseas: $35/year airmail in USD check drawn on 
                              U.S. bank.
      Contact: ChicagoPoint
               Bill Davis, Editor
               2726 West Lunt Avenue
               Chicago, IL 60645

   Flint Area BackgammoNews
      Monthly newsletter, 10 pages: Problem analysis, book and software
      reviews, tournament schedules and complete results, local, national
      and international backgammon news and views.  Full page catalog of
      backgammon merchandise.
      Subscription: USA/Canada/Mexico: $20/year or $200 lifetime.
                    Overseas: $25/year or $250 lifetime subscription.
      Contact: Carol Joy Cole, Editor
               3003 Ridgecliffe Drive
               Flint, Michigan 48532-3730 USA
               Phone/Fax: 313-232-9731.

   Hoosier Backgammon Club Newsletter
      Bi-monthly, 8 pages: Articles/problems plus very issue 
      non-annotated matches of todays best players.
      Subscription: USA: $10/years Canada/Mexico: $12/year.
                    Overseas: $14/year (cash or check drawn on US bank.)
      Contact: Butch & Mary Ann Meese
               Hoosier Backgammon Club
               7620 Kilmer Lane
               Indianapolis, IN 46256 USA

   Inside Backgammon
      Bi-monthly, 24 pages: Technical magazine with quizzes, articles and
      annotated matches by the best backgammon player today.
      Subscription: USA: $40/years
                    Canada/Mexico and oversea ground: $45/year.
                    Overseas airmail: $60/year (US funds).
      Contact: INSIDE BACKGAMMON
               P. O. Box 294
               Arlington, MA 02174  USA


-----------------------------------------------------------------------------

D4.  What books are available? Which are worth reading?


   (From rec.games.backgammon)
   From: hunter@work.nlm.nih.gov (Larry Hunter)
   Subject: Bibliography
   Date: 21 May 92 20:11:35 GMT
   Sender: usenet@nlm.nih.gov (usenet news poster)

   One more for the FAQ.  Before Marty Storer left the list, I pestered him
   for an annotated bibliography.  He came through in grand style.  Here it
   is:

   Must have:

   _Backgammon_, Paul Magriel, NY Times/Quadrangle Press, New York 1976.
     The best introduction to the game.  Covers basic checker play very well.
     If you read and thoroughly understand this book, you'll play a decent
     game.  Weaknesses--skimpy treatment of the doubling cube.

   _Genud_vs_Dwek:_The_1981_World_Backgammon_Championship_ (or similar
   title), Bill Robertie, The Gammon Press, Arlington, Mass. 1982.  
     Very thorough coverage of the 25-point finals of the 1981 Monte Carlo
     tournament.  Goes into quite a bit of detail about ins and outs of match
     play.  Excellent section on backgames.  I've referred to this as
     Robertie(red) since it has a red cover 8-).

   _Backgammon_With_The_Champions_, Kent Goulding, ~1980-82.  
     Series of annotated matches between good players.  Forget how many in
     all.  Excellent material, giving very good insight into how top players
     think.  Commentary by Goulding, often in collaboration with Kit Woolsey;
     both of these guys are very, very strong players.  Let's see, the
     matches are Seidel vs. Hodis; Magriel vs. Sconyers; Genud vs. Posner;
     Pasko vs.  Motakhasses; two (?) 5-point matches in one volume:  Lester
     vs. Horan and Woolsey vs. Pasko; Robertie vs. Senkiewicz; Goulding vs.
     Maxakuli; Dwek vs. Chafetz; Ballard vs. Lubetkin; Eisenberg vs.
     Magriel(?); and more I can't remember.  I can't recommend this series
     too highly (though Genud vs. Posner was a lousy match).
 
   _Advanced_Backgammon_ (2nd edition; two volumes), Bill Robertie, Gammon
   Press, Arlington, Mass. '91.  
     I haven't seen this yet--only the first edition of one volume.  Series
     of problems, giving very good introduction to truly advanced concepts. 
     Errors in first edition are supposedly corrected.  The first edition is
     what I call Robertie(blue); the second is Robertie(white).

   _Backgammon_Times_, all back editions.  
     This was a very good backgammon newspaper that was around in about
     '82-'83.  A lot of interesting articles by top players and analysts. 
rd to get these days.

   _Reno_1986_, Bill Robertie, The Gammon Press, Arlington, Mass. 1987.  
     Two annotated matches from the very strong Reno tournament of '86. 
     Semifinal match is between Nack Ballard and Mike Senkiewicz; an
     excellent match, well annotated.  Finals between Ballard and Howard
     Markowitz.  The book is in quiz format, so you can test your skill
     against Ballard's (well, kind of:  Ballard had to find his moves
     over-the-board under great pressure--nothing like the finals of a big
     tournament to get the adrenalin flowing!).  I've only found a couple of
     mistakes in the annotations.  This book is referred to as
     Robertie(yellow).

   _World_Class_Backgammon_,_Move_By_Move_, Roy Friedman, 1989 or 90; 
     forget other publication info.  Annotated matches between Robertie and
     "international star" Rick Barabino (Barabino is strong, but
     "international star"--I dunno...).  Three 9-point matches with some
     excellent games (check out the second game of the first match
     particularly).  Annotations are very good; Friedman put a lot of work
     into rolling out many of the diagrammed positions.  The annotation style
     is terse; Friedman takes a very scientific approach.

   _Vision_Laughs_at_Counting_ (two volumes), Danny Kleinman, ~1978.
   -all other material by Kleinman is "must have"--write to him at 5312-1/2
   Village Green, Los Angeles, CA 90016 and tell him I sent ya.
     Seminal work on match play, money play, doubling cube, races, and more.
     Kleinman is very prolific.  His analyses are often more mathematical
     than the average reader can handle, but Real Mathematicians [tm] and
     even the layperson with math aptitude shouldn't be fazed.  A Real
     Mathematician wouldn't call Kleinman's math "deep", but it sure is
     accurate, and you won't find anything similar anywhere else.  He does
     the important work of formulating the right problems the right way,
     where many others couldn't.

     Drawbacks:  his books are self-published with lousy layout and graphics.
     He's supposedly not that great a player (I've never seen him play), so
     his analyses often lack the world-class insight into the thought
     processes of the strong practical player that you could get from a
     Goulding or a Robertie.  In particular, his middle-game intuition seems
     less than world-class.  But these drawbacks are more than made up for by
     the wealth of information in his books, which I still haven't completely
     soaked up after many years.  Kleinman is a subtle thinker and a
     meticulous analyst of the countable, and he does a lot to develop
     backgammon "vision."  His stuff is often uproariously funny, but
     sometimes one gets impatient trying to filter out what's relevant to the
     practical player from the humor.

     I repeat--all his books are "must have's" for the serious player. 
     They're a bit expensive since I think he bears all the production costs
     himself, but for the serious player they're worth every cent.
     
   Pretty Good Books But Not "Must Have's":

   _Backgammon_For_Profit_, Joe Dwek, Stein and Day, New York 1975 (out of 
   print)
     Problems that would now be considered fairly basic.  Almost all
     solutions are right.  Tables of replies to opening moves show how badly
     people played in 1975.

   _Paradoxes_and_Probabilities_, Barclay Cooke, Random House, New York 1978.
     This is almost a "must have."  168 problems, most of which are very
     interesting.  Current thinking is that solutions to about a third of them
     are wrong, but the analysis gives very good insight into how Cooke, a
     first-generation world class player, thought about backgammon.

   _The_Doubling_Cube_In_Backgammon_, Jeff Ward, Aquarian Enterprises,
   San Diego 1982.
     Goes into basic doubling-cube concepts and gives some benchmark
     positions with equities derived from rollouts.  Gives some bearoff
     tables, etc.  Analysis of benchmark positions is pretty good but
     sometimes skimpy; Ward only admits to having done 100-200 rollouts to
     derive his equities.  Worth having.

   _Backgammon_Master_Games_, Bill Kennedy and Chuck Papazian, 1982 (forget
   other publication info).
     Annotated games and positions from master match play.  Analysis is
     largely based on intuitive concepts, and isn't well grounded in
     match-equity considerations etc.  Not well supported by rollouts; a fair
     amount of errors, but the analysis overall is pretty sound.

     Other books that I've read aren't worth much, including
     _Competitive_Backgammon_ Vol._II_, Mike Labins, Marty Storer, and Bill
     Tallmadge, Competitive Backgammon Publications, Syracuse 1981.  (It was
     good for the time but would be considered lousy now.)

   As I mentioned before, you can reach Gammon Press at (617)641-2091, fax:
   (617)648-8041 or PO Box 294 Arlington, MA 02174 USA

   Larry
   --
   Lawrence Hunter, PhD.
   National Library of Medicine
   Bldg. 38A, MS-54
   Bethesda. MD 20894
   (301) 496-9300
   (301) 496-0673 (fax)
   hunter@nlm.nih.gov (internet)


   --------------------------------------------------------------------------

   Article: 1666 of rec.games.backgammon
   Newsgroups: rec.games.backgammon
   From: johnsson@sara.cc.utu.fi (MIKA JOHNSSON)
   Subject: BG BOOKS INFO
   Date: Thu, 1 Jul 1993 10:20:19 GMT

   HI !

   Many people (last Snoopy) have asked about good BG books, well here is and
   answer that i got from John Bazigos (Doc), when I asked him about books

   -Mika

   BG BOOKS BY JOHN BAZIGOS

   The two best introductory books are Paul Magriel's "Backgammon" (New York
   Times Quadrangle Press; New York, NY; USA; 1976) and Enno Heyken's and
   Martin B. Fischer's "The Backgammon Handbook" (The Crowood Press;
   Ramsbury, Marlborough, Wiltshire SN8 2HE; Great Britain; 1990).

   The advantages of Magriel's "Backgammon" are, first, Magriel was a
   clear-minded, distinguished mathematician at the top of the backgammon
   world when he wrote it; second, it was the only truly analytic book on
   backgammon since Oswald Jacoby's and John R.  Crawford's "The Backgammon
   Book"; third, it rendered all backgammon texts preceding it (including
   "The Backgammon Book"), and even some subsequent backgammon texts,
   obsolete as introductory texts; fourth, it systematically elucidates
   backgammon strategy, from fundamental to intermediate to advanced; fifth,
   it does great justice to its topics in its well-diagrammed over-400 pages;
   and sixth, it has passed the test of time as an introductory text, having
   been commonly referred to as "The Bible" of backgammon.  Its disadvantages
   are, first, some important details of some advanced topics (e.g.,
   desirable back-game points), and even some major points of some
   beginning/intermediate topics (e.g., tradeoffs between positional and
   racing equity) are obsolete; second, the prose, though very readable, is
   structurally and stylistically weak; third, the text has been out-of-print
   since some time last year, though is well worth a search of *all* your
   local used/out-of-print bookstores; and fourth, though the publication
   price was $24.95, the only mail-order list on which I have found it prices
   it at $80, which makes a used/out-of-print bookstore an even better source
   -- since it is typically discounted to about $15 there, in my experience
   (here in the San Francisco Bay Area).     

   The advantages of "The Backgammon Handbook" are, first, like "Backgammon",
   it systematically elucidates backgammon strategy; second, it contains the
   complete score, with some annotations, of the very illuminating, 26-game
   match between two-time World Backgammon Champion and leading bg theorist
   Bill Robertie and now-inactive international master Nack Ballard (Reno,
   1987) that the former described as "...perhaps the most interesting one
   I've ever played in my life!"; and third, it is still in print with a
   publication price of about $35.  Its disadvantages are, first, Heyken
 er in chess-- does not have an international
   backgammon rating, and Fischer does not have a master rating in
   backgammon; second, it contains only about 60% as much text as
   "Backgammon", while not being significantly terser; and third, the
   authors' lack of qualifications is evidenced in some of their misleading
   and/or naive analyses.

   I think that you should search your local, or even not quite local,
   used/out-of-print bookstores for "Backgammon", and pay up to about $50 for
   it -- though if you find it in such a store, it is likely to be discounted
   to about $15; and then, if you cannot find it at a reasonable price, buy
   and read "The Backgammon Handbook" -- after which your time won't be best
   spent reading Magriel soon thereafter.

   > are you familiar with Kleinmans books,

   I have read most of his "magnum opus" "Vision Laughs at Counting", which
   contains much sound advice on the practical aspects of bg play (e.g.,
   sections on bg hustlers, bg cheaters, chouette money management), seminal
   advice on handling the doubler, and even a few unprecedented mathematical
   characterizations of certain aspects of certain positions (e.g., how many
   pips to penalize a player for having one or more checkers on the bar).  

   > are they good ? 

   "Vision Laughs at Counting" is  generally insightful and often very
   amusingly written, but not suitable as an introductory text, sometimes
   obsolete, and sometimes simply wrong; and though it is the only text by
   Kleinman that I have read, I have good reason to believe that that
   judgment applies to Kleinman's other texts, as well.  

   Ok; then after finishing "Backgammon" or "The Backgammon Handbook", study
   Jeff Ward's "The Doubling Cube in Backgammon" -- which has long been
   offered through Carol Cole.
   
   Magriel's "Backgammon" routinely used to be, and sometimes still is,
   referred to as "the Bible (of backgammon)"; but since the publication of
   Robertie's three books on backgammon --i.e., "Lee Genud vs. Joe Dwek"
   (1982), "Advanced Backgammon" (1984 and 1991, the latter edition in two
   volumes), and "Reno, 1986" (1987)-- I think that it's more appropriate to
   refer to "Backgammon" and collectively those three as the Old and New
   Testaments of backgammon, respectively.  Given that you have already 
   finished studying "The  Backgammon Handbook" and "The Doubling Cube in
   Backgammon", I think that you should read one or more books of Robertie's
   "New Testament" fairly soon after finishing Roy Friedman's "World Class
   Backgammon, Move-By-Move" -- which I, also, recently received a copy of
   from Carol Cole, and is the backgammon book that I intend to read next.   

   Well, from the quality perspective, I was significantly more impressed
   with it when perhaps the only bg literature I had read was typical junk
   from the 1970s (i.e., Bruce Becker's monumentally horrible "Backgammon for
   Blood", and Barclay Cooke's often-misleading "The Cruelest Game" and
   slightly-better "Championship Backgammon"), "The Backgammon Book", and
   Magriel's "Backgammon"; and from the price perspective, the decision is
   strictly yours, though I hereby make the following three interrelated
   claims:   
    1.  If you read enough backgammon books, there will quite possibly
       come a time when "Vision Laughs at Counting" will be the best book
       for to read next to improve your technique maximally.
    2.  You are probably at least seven books from that point: "World Class
       Backgammon, Move-By-Move", the four volumes of backgammon's New
       Testament, and both volumes of Kent Goulding's "Backgammon With
       The Champions" are presently better for that purpose (and you can 
       perhaps most profitably read them in that order).
    3.  "Vision Laughs at Counting" is the most entertaining
       instructional backgammon book that has been published to date.
   
   > BTW are there other good bg newspapers or magazines ?

   Last year was an unprecedentedly good one for backgammon periodicals, in
   that it saw the first issues of what I strongly believe were and still are
   the two best periodicals for backgammon theory ever --i.e., Bill Robertie'
   and Kent Goulding's bi-monthly "Inside Backgammon", and Roy Friedman's
   almost bi-monthly "Leading Edge Backgammon".  The former is still being
   published (I recently received my copy of the fourth issue of its second
   volume), and publication of the latter was suspended at the end of last
   year (due to some personal problems that Roy was having); but it was
   possible to order either or both of them from Carol the last time I
   checked (Please inform me if you need ordering information on either or
   both of them).  

   Those are the only three backgammon periodicals to which I (have ever)
   subscribe(d), though that may change soon; more on that in a forthcoming
   e-mail message from me.
   
   > Do you know any technical papers about BG, 
   
   One of the best features of both "Inside Backgammon" and "Leading Edge
   Backgammon" is they consist mostly of (what I would consider) technical
   papers on backgammon.

   >I have read Keelers and Spencers "optimal doubling in BG" 

   So have I, but I have also read a paper co-authored by Zadeh, titled "On
   Optimal Doubling in Backgammon", that explicitly rendered that paper
   obsolete.  I'll provide you with more information on both that and other
   technical papers from the 1970s in a forthcoming e-mail message.  
   
   > and in one AI-magazine was an article about Tesauros TD-gammon (about 
     20 p)
   
   The second volume of "Inside Backgammon" contains about one article per
   issue on TD-Gammon, two of which document (recent) sessions that Robertie,
   Magriel, and at least one other bg master had against it; more on that,
   also, in an forthcoming e-mail message from me.

   --------------------------------------------------------------------------

|  "How to play tournament BG" by Kit Woolsey
|
|  
|  This is an excellent introduction to how play and particularly cube
|  handling varies in games.  It shows how to compute push and cash points,
|  recube equity, how to figure gammon costs, etc.  It gives Kit's latest
|  match equity chart and gives a method for remembering most of it fairly
|  well.  If you play matches games and don't immediately recognize any of
|  these terms, I strongly suggest reading it.
|
|  -michael j zehr

   --------------------------------------------------------------------------

|  Backgammon by Robin Clay  $7.95  NTC Publishing Group
|
|
|  I was surprised to see this book for sale recently at a local book shop.
|  This book was 'skimmed' by two intermediate players, and both immediatly
|  found that the some of the concepts and advice given were grossly 
|  incorrect. One of these 'reviewers', went as far as to say: "If your 
|  opponent says that he has just read this book, immediatly raise the
|  stakes!".
|
|  ...Mark

   --------------------------------------------------------------------------

|  In The Game Until The End: Winning In Ace-Point Endgames by Bob Watchel
|  
|  
|  You've played an ace-point game; Your opponent is down to his last
|  few checkers. Should you run? Should you stay? If your opponent wants
|  to settle, what's the game worth? How aggressively should you try to
|  pick up a second checker?
|
|  If you don't know the answers to these critical questions, you need
|  this book. In Chapter 4 alone you'll discover the secrets of the
|  famous "Tino Road Position," an endgame so complicated that - once
|  you know how to play it - you can take the position from either side
|  and win. Olympiad Champion Bob Watchel has thoroughly analyzed
|  hundreds of ace-point gane positions to generate a complete picture
|  of what's really going on in these common yet widely-misplayed
|  situations.
|
|  Softbound, 112 Pages.  Level: Advanced and Serious Intermediate.
|  Available from the GAMMON PRESS.  US$25 + Shipping
|
|  [From a flyer from the GAMMON PRESS]

   --------------------------------------------------------------------------

|  Learning from the Machine: Robertie vs. TD-GAMMON by Bill Robertie
|
|
|  For years, computer backgammon was a languishing sideshow, with the
|  best computer programs barely able to rise to the intermediate level.
|
|  This all changed in 1991 with the emergence of TD-Gammon, an
|  experimental neural network program developed at IBM's reaserach
|  labs. TD-Gammon taught itself to play, starting with a knowledge of
|  the rules of the game. After playing thousands of games against
|  itself, the program reached strong Open player level; within months,
|  it became world-class. TD-Gammon plays like a strong human player in
|  may parts of the game. In some areas, it plays quite unlike what has
|  generally been accepted as "correct strategy" leading increasing
|  numbers of top players to begin to experiment with some of
|  TD-Gammon's unconventional plays. Here is your chance to see for
|  yourself.
|
|  Bill Robertie played two long matches against TD-Gammon as part of
|  its evaluation process. "Learning from the Machine" is the complete
|  account of the 31 games of the first match, with annotations by
|  Robertie.
|
|
|  Softbound, 56 Pages.  Level: All.
|  Available from the GAMMON PRESS.  US$20 + Shipping
|
|  [From a flyer from the GAMMON PRESS]

   --------------------------------------------------------------------------


   Other books seeking write-ups:

   -- Fascinating Backgammon by Antonio Ortega, Edited by Danny Klienman,
      forwarded by Carol Joy Cole and Neil Kazaross (English Version)  

   -- Backgammon For Winners by Bill Robertie.  $6.95  Cardoza Publishing

   -- Backgammon With The Champions will be re-released by the GAMMON PRESS
      over the course of the next several years with modern comentary, 
      presumably by Kent Goulding and/or Bill Robertie. The first match
      book is to be released around December 93.


   --------------------------------------------------------------------------

|  A list of Danny Kleinman books (Backgammon)
|
|                                                         Pages  Price (US$)
|                                                         -----  -----------
|  VISION LAUGHS AT COUNTING with ADVICE TO THE DICELORN    438  $64
|  WONDERFUL WORLD OF BACKGAMMON                            132  $18
|  MEANWHILE, BACK AT THE CHOUETTE                          142  $29
|  DOUBLE-SIXES FROM THE BAR                                135  $19
|  IS THERE LIFE AFTER BACKGAMMON?                          148  $21
|  HOW CAN I KEEP FROM DANCING?                             134  $19
|  THE DICE CONQUER ALL                                     228  $33
|  HOW LITTLE WE KNOW ABOUT BACKGAMMON                      168  $25
|  THE OTHER SIDE OF MIDNIGHT                               142  $20
|  ... BUT ONLY THE HOGS WIN BACKGAMMONS                    244  $37


-----------------------------------------------------------------------------

D5.  What other backgammon software is available?

   -- BackgammonBase 2.3 by Johannes Schmitt
   -- Backgammon Position Analyzer 4.01 by Larry Strommen
   -- Bearoff Equities & Backgames Vol. 1 & 2 CD-ROM by Hugh Sconyers
   -- Hyper Backgammon PC CD-ROM game by Hugh Sconyers
   -- BOINQ by Hal Heinrich
   -- MATCHQIZ Vol. 1-3 by Hal Heinrich and Kit Woosley
   -- Bearoff Quizmaster by Walter Trice (Demo available)
   -- BG Scribe by Walter Trice

|  [Does anybody reading this FAQ own any of these programs? Would you
|   write a paragraph description, or a full blown review please?]


   --------------------------------------------------------------------------
                  

          Software Review: BG-SCRIBE, A Program By Walter Trice.

                 Mark Damish (E-mail: damish@ll.mit.edu)


    BG-Scribe -- A system for editing, replaying, and printing 
                 backgammon matches for the IBM-PC by Walter Trice. 

    This is a program which I consider essential for myself. It will:

      --  Allow one to enter matches from books and magazines, or from those
          personally recorded, to be played back and studied later. Entry is 
          done using the numeric keypad. After a while, you end up being able
          to enter a match very quickly, and become quite proficient at
          touch-typing the keypad to boot. An `AT' style keyboard is
          preferable for entering matches.
      
      --  Play back matches purchased from Walter. Watching great matches
          between the masters is definately enlightening. My favorite matches
          are the ones from annotated books. It shouldn't be hard to
          write a program to convert a match from one format to another, if
          already have a collection of matches. I've converted matches posted
          to Internet by Butch Meese using nothing more than simple editor 
          macros. The matches are currently stored as plain ASCII files---one
          directory per match, and one file per game.
      
      --  Print out matches to disk or printer. I like to: print out to disk,
          annotate my comments using a simple editor, then print the resulting
          file to a printer. The program will also embed diagrams of positions
          to the printout, but it uses IBM graphics characters, which might 
          have to be changed if your printer doesn't support them. The diagram
          feature is especially useful for diagramming doubling decisions.
          
    The program is run from one of two screens. The first is a text
    screen with options for creating a new match, loading, saving, etc.
    
    The second screen displays the backgammon board using a CGA 4 color,
    40 column text mode. Trust me here---this mode, with its X's and O's, 
    looks a lot better than backgammon boards I've seen drawn using the CGA 2
    color graphics mode. Why CGA text mode? Probably because it will run on
    any portable or palmtop machine, and likely on most PC emulators on other
    platforms. It also runs fine in a window under MS Windows, without having
    to mess around with a .pif file.

    The second screen is where matches are entered or played back. When
    playing back a match, you may see the dice, then the players choice, and 
    then see the move when the screen is updated. It is possible to go forwards
    or backwards in a game. Although you may have entered your rolls in
    `landing spot' format, the program can optionally display them in 
    `from/to' format. It only prints in the format which it was entered 
    though. You may also mark positions which you would like to have 
    diagrammed.

    As stated above, the user interface consists of two screens. Unlike
    modern X/Windows/Mac programs which do a lot for you, this program
    assumes that what you tell, or don't tell the program is exactly what you
    want. I.E.: You can enter data, then quit the program. If you didn't save,
    the program won't prompt you. It is like driving a standard after getting
    used to cruise control. The program does a lot, you have to remember to
    tell it what to do though! The learning curve has a slight incline, but
    the program is well worth the time it takes to become familiar with it.
    I found the instructions clear.

    I want to start bringing pen and steno paper to local events to record
    some `master games' for later entry/playback. I also want to review
    some of my `bad games', searching for weakness. There is a lot to be
    learned!

    The price of the program is $50, including 11 matches. Additional matches
    are available from Walter.

    I am not affiliated with BG-SCRIBE in any way, except for being a very
    satisfied customer.  Please mention where you saw this article if you
    should contact Walter. I did mention to him that I was going to write 
    a review---Last spring!


    ...Mark


    Contact:     Walter G. Trice
                 549 Wachusett St.
                 Holden, MA 01520

                 (508) 829-3283


-----------------------------------------------------------------------------

D6.  Where does one purchase backgammon supplies and books?


|  Bacm: 
|
|
|      The GAMMON PRESS (Bill Robertie)
|      PO Box 294
|      Arlington, MA
|      02174
|      U.S.A.
|
|      (617) 641-2091
|
|      Books, software, video, backgammon sets, precision dice, ++.
|      The GAMMON PRESS publishes Inside Backgammon, as well as books 
|      and booklets.
|
|
|      Carol Joy Cole
|      3003 Ridgecliffe Dr.
|      Flint, MI
|      48532
|      U.S.A.
|      
|      (313) 232-9731.
|      
|      Books, software, backgammon sets, precision dice, cubes, ++.
|      Carol Joy Cole is also the editor of the Flint Area Backgammon News.
|
|
|      Danny Kleinman
|      5312 1/2 Village Green
|      Los Angeles, CA
|      90016
|      U.S.A.
|
|      Books on Backgammon, Bridge, O'Hell, and life.


   --------------------------------------------------------------------------

   Backgammon sets may be purchased directly from:

   Crisloid INC.
   P.O. Box 2205
   Providence, Rhode Island
   02905

|  They require a US$100 to obtain wholesale prices.




=============================================================================
MISC:
=============================================================================

E1.  What other games can be played on a backgammon board?

   - Acey-Deucy
   - TricTrac
   - Jacquet
   - Moultezim
   - Plakto  (Portes)
   - Fevka (spelling?)
   - Narde
   - Three Checker Hyper Backgammon
   - Nackgammon
   - Cubeless, one point backgammon games.
   - Many versions of 'diceless' backgammon.
   - On some boards, you can flip it over, and play checkers or chess. :-)

   --------------------------------------------------------------------------

   Hyper Backgammon:

   Newsgroups: rec.games.backgammon
   From: mau@world.std.com (Michael A Urban)
   Subject: Re: 3-Checker Hyper Backgammon
   Date: Thu, 14 Oct 1993 02:23:24 GMT

   Each side starts with 3 checkers on their respective 24, 23, and 22  
   points.  The cube is in play.  Jacoby rule in effect.  Matches will start
   at 7 points and work their way up in later rounds.  All other normal  
   backgammon rules apply.


   --------------------------------------------------------------------------

   Nackgammon:

   From: kleef@cs.utwente.nl (Rolf Kleef) at SMTP-Post-Office 10/15/93

   Nackgammon: The same as backgammon, but with a different starting
   position:  instead of five men on both your midpoint and 6-point, you just
   put four there.  The remaining two men end up at the 23-point:

       13 14 15 16 17 18       19 20 21 22 23 24
      +------------------------------------------+ X:
      | O           X    |   |  X           O  O |
      | O           X    |   |  X           O  O |
      | O           X    |   |  X                |
      | O                |   |  X                |
      |                  |   |                   |
     v|                  |BAR|                   |
      |                  |   |                   |
      | X                |   |  O                |
      | X           O    |   |  O                |
      | X           O    |   |  O           X  X |
      | X           O    |   |  O           X  X |
      +------------------------------------------+ O:
       12 11 10  9  8  7        6  5  4  3  2  1

   This was invented by Nack Ballard (hence the name), to force his bg
   students to practice positional play. Games tend to be much longer, since
   you can't easily start a race with a 65 or 66 opening-phase roll.  In July
   this year, we hosted the first European Championship Nackgammon during our
   series of Kater Cup tournaments. Teun Ruardy from Groningen, The
   Netherlands became the first EC Nackgammon!


   --------------------------------------------------------------------------


|  From: zweije@wi.leidenuniv.nl (Vincent Zweije)
|
|  In Kazachstan, and probably Russia too, people play a game called
|  "Narde" on a backgammon board.  It is also played with 15 checkers
|  each, in the following starting position (point numbering is taken from
|  backgammon).
|  
|        O's side
|  
|         13 14 15 16 17 18       19 20 21 22 23 24
|        +------------------------------------------+
|        |                  |   |                OOO|
|        |                  |   |                OOO|
|        |                  |   |                OOO|
|        |                  |   |                OOO|
|        |                  |   |                OOO|
|       v|                  |BAR|                   |^
|        |XXX               |   |                   |
|        |XXX               |   |                   |
|        |XXX               |   |                   |
|        |XXX               |   |                   |
|        |XXX               |   |                   |
|        +------------------------------------------+
|         12 11 10  9  8  7        6  5  4  3  2  1
|  
|        X's side
|  
|  Do to language problems I never got a formal introduction to the game.
|  I'll have to write down the rules out of my head.  It is played like
|  backgammon, with the following exceptions:
|  
|   1: Both players move in the same direction.  X moves from 12 down to
|      1, then to 24 and down to 13, and finally off; O moves from 24 down
|      to 13, then to 12 and down to 1, and finally off.
|  
|   2: A point is already made with one checker on it.  There is no
|      hitting in the game.
|  
|   3: Doublets are not special.  If you roll 3-3, you get to move a
|      checker three pips twice.  Possibly the same checker.
|  
|  Bearing off is like backgammon.  Moving is mandatory when possible.  I
|  don't know whether, like in backgammon, you have to move the higher of
|  the dice if you have to choose.  It never happened during actual play.
|  
|  The game is almost fully one of chance.  The main thing is to take care
|  not to get blocked by a six-point prime (already made with six checkers
|  in a row!).
    
|  [ There seems to be quite a few games with this starting postion,
|    going the same direction, where 1 blot is a blocker, and there is
|    no hitting. The rules vary with how many may be in a row, doubles,
|    and starting criteria. It seems to be a game where 'blocking' is
|    the predonimant strategy. Some games have double games, triple
|    games, quad games, depending upon what quadrant the opponent has
|    his remaining checkers in. I've never seen this played in the USA. 
|    ...Mark ]


   --------------------------------------------------------------------------

|   Diceless Backgammon:
|
|   From: igor@krest.kharkov.ukraine.ussr (Igor)
|   Newsgroups: rec.games.backgammon
|   Subject: Re: Diceless Backgammon?
|   Date: 27 Mar 92 00:48:51 GMT
|   Organization: Society of connoiseurs of female beauty
|
|   In fact, there's a version of backgammon, which is much more popular
|   than regular bg in USSR, especially in Azerbajdzhan and Uzbekistan.
|   Main features are following:
|   -both players go same direction ( namely counterclockwise )
|   -starting position is different
|   -you're not allowed to hit ( which changes strategy a lot).
|   And, as far as I know, there are tournaments, where people play
|   this version without dices, i.e. calling their rolls. Consequently,
|   there exist time control in this tournaments.


   --------------------------------------------------------------------------

|  Acey-deucy:
|
|     In this game all the men start off the board. They enter and move
|  around the board in the same way as men sent home in regular backgammon.
|  In other words, the white men enter in black's home board and move around
|  through black's outer board and white's outer board until all are gathered
|  in white's home board; then white can start to bear them off. Black enters
|  his men in the white home board and moves around in the same manner.
|     Rules are the same as for backgammon, except that you can move any man
|  you want to at any time, whether or not you have men to bring in.
|     In addition, the roll of 1-2 -- acey-deucy -- is an especially valuable
|  roll. You begin by playing your ace-deuce. Then you play any number four
|  times (in other words, you pick any double you wish). Then you get an
|  extra roll. and if this extra roll is also 1-2 you get the same extras
|  with it.
|     Early game strategy in acey-deucy is to try to establish advanced
|  points as quickly as you can, and if possible also establish adjacent
|  points as base for a prime. If both sides develop primes right smack up
|  against one another, the advantage lies with the prime that is farther
|  advanced. Even if the man with the farther-advanced prime has to break his
|  first, he will probably win the game; if he can hold his prime longer, he
|  almost surely will win.
|     Credit: The Backgammon Book, Oswald Jacoby/John Crawford
|
|  My own comments: Acey-deucy is a fun game, with a much greater element of
|  luck or chance than regular backgammon. 1-2 rolls are deadly. You are
|  never out-of-it right to the end. The pace is fast and furious (at least
|  compared to regular backgammon -- which, incidentally, I still prefer, but
|  Acey-deucy makes a nice change of pace once in a while). One key point of
|  strategy -- block your opponent from a play of 1 or 2 if you can. This
|  opportunity only occasionally presents itself, but watch for it. If you
|  can't play your lowly 1-2, you lose the bonus double and extra roll.
|
|
|     -- Acey-Deucy typed/submitted by Peter Nickless 
|        (nickless@ccs.carleton.ca) 


-----------------------------------------------------------------------------

E2.  How does one become a better player?

|  [Suggestions/articles from ALL levels sought for this space]

   ----

|  [Edited from a message about proper cube handling. ...Mark]
|
|    Always play backgammon for affordable but meaningful stakes.  This
|  is surprisingly important.  If you play "just for fun" you'll take
|  doubles "to see how they'll turn out" and win some of those games
|  anyway, giving yourself incorrect reinforcement.  Likewise you'll drop
|  doubles you should take because "you dont' feel like playing it out."
|  If something is riding on the game, you're much less likely to do that.
|  In short, it hones the senses and makes you think about the cube all the
|  time.  There is also definite penalties and rewards for correct cube
|  action. 
|   
|  Practice practice practice.
|   
|     -- michael j zehr


|  You can become a better player by NOT editing a FAQ, using the time to
|  study and play instead.  :-)
 

=============================================================================

End of rec.games.backgammon FAQ
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