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Backgammon strategy and tips

Good backgammon is mostly a handful of habits: make points, avoid pointless risks, count the race, and know when to fight. Here are the habits that matter most.

Make points, not blots

A point (two or more checkers together) cannot be hit and blocks your opponent. A blot is a target. Early in the game you will always have some blots, but give your opponent as few ways to hit them as you can. A blot six or more points in front of an enemy checker is hit far less often than one that is close in front of it.

Opening moves worth learning

For the first roll, a few moves are standard among strong players:

RollUsual playWhy
3-18/5, 6/5Makes your 5-point, the best point in the board
4-28/4, 6/4Makes your 4-point
5-38/3, 6/3Makes your 3-point
6-113/7, 8/7Makes the bar point, a barrier in front of the opposing back checkers
6-524/13Runs a back checker to safety (“lover's leap”)

Here “8/5” means a checker moves from the 8-point to the 5-point. Making a point in your home board on the first roll is always a good idea.

The key points

The most valuable points are your 5-point (the “golden point”), then your bar point (the 7) and your 4-point. Together they form a wall, and the checkers behind it find it hard to escape. A row of consecutive points is called a prime. A prime of six points in a row cannot be passed at all, and even four or five points give you a strong position.

Count the pips

The pip count measures the race: add up the distance each checker still has to travel. At the start each side has 167 pips (2×24 + 5×13 + 3×8 + 5×6). Count after the first few moves and again once the armies have passed each other. The leader in the race wants to avoid contact and run home, and the player who is behind should hold points, block, and wait for a hit. Pip count also guides the doubling cube in pure races.

Race or hold?

A common mistake is to run when you are behind and to hold on when you are ahead. If you lead the race, move your back checkers out and home. If you trail, keep an anchor (two checkers together) deep in your opponent's side, such as on their 20-point or 21-point. It is safe, and it gives you a chance to hit a late blot and turn the game around.

When to hit

Hitting gains tempo and costs your opponent pips. As a rule, hit when it is safe or when your opponent would struggle to hit back. Hitting in your home board is stronger than hitting in the outer board, because a hit checker that has to enter against a strong board may be stuck on the bar for turns. Be careful with a loose hit late in the game when it risks being hit back for little gain.

Bearing in and bearing off safely

When both sides are close to home, avoid gaps. Fill the high points of your home board first, bring checkers in smoothly, and try not to leave a lone checker behind where it can be hit. When bearing off against an anchor, take checkers off in a way that leaves the fewest shots, even if that is a little slower.

Habits that win

The fastest way to improve is to play real opponents. BackgammonTalk lets you play a friend on a live voice call, where you can talk through a move after the game.

Frequently asked questions

What is the best first move in backgammon?

It depends on the roll. With 3-1, play 8/5 and 6/5 to make your 5-point; with 6-1 make the bar point (13/7, 8/7); with 4-2 make your 4-point (8/4, 6/4).

What is a prime in backgammon?

A row of consecutive points held by two or more checkers each. Six in a row is a full prime and cannot be passed by checkers behind it.

How do I count pips?

For each checker, take the number of the point it stands on, since that is how far it still has to go, and add them up. The starting count is 167 for each side.

Sources

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