Backgammon Strategy


Some people believe backgammon is a game of pure luck — that rolling the right dice at the right time is all it takes to win. While a fortunate roll can sometimes rescue you from a bad position, it would be a mistake to ignore the importance of strategy.

Backgammon is a game of decision-making under uncertainty. You don’t control the dice, but you do control how you respond to them. The goal of strategy is simple: make the best possible decision in every situation, given the information you have.

How to win at backgammon has been debated for centuries and explored in dozens of books. While there is no single formula for guaranteed success, Backgammon Rules explores the key principles that consistently lead to better results.

backgammon checkers and board

Backgammon Opening Moves

Just like chess, backgammon has well-known opening moves depending on your first roll. These moves are considered statistically optimal and give you the best long-term chances.

3–1: Make your 5-point. The strongest opening roll in backgammon — the 5-point is the most valuable point on the board.

4–2: Make your 4-point. Secures a second home board point immediately.

6–1: Make your bar-point (7-point). Begins a potential prime and limits your opponent’s back checkers.

5–3: Make your 3-point. Less powerful than the 5-point but still a solid home board anchor.

6–5: Run one back checker from your 24-point all the way to your 13-point. Known as “lover’s leap” — the best use of this roll.

5–1: Move one checker from your 13-point to your 8-point, and one from your 6-point to your 5-point (slotting the 5-point).

These opening plays are widely accepted as the best starting choices. What matters most is learning why they are strong — making a point is always better than leaving a blot, and the 5-point is worth fighting for on the very first move.

🎲 Free Printable

Free Backgammon Cheat Sheet (Printable)

New to backgammon? Download this free printable and keep it beside you while you play — covers movement, the bar, bearing off, scoring, and the doubling cube.

Download the Free Cheat Sheet

Instant PDF • Printable • Beginner friendly


The 4 Game Plans

Backgammon is not one game — it is four, depending on your position. Knowing which plan fits your situation is what separates beginners from confident players.


1. The Running Game

When to use it: When you are ahead in the pip count.

Stop engaging with your opponent and race your checkers home as fast as possible. Avoid contact, run your back checkers out, and focus entirely on bearing off efficiently. Once you commit to running, offer a double if your lead is strong — the race game is easy to measure and cube decisions are straightforward.


2. The Blocking Game

When to use it: When you can build consecutive occupied points.

Build a prime — a series of consecutive blocked points — to trap your opponent’s checkers behind it. A 5-prime is very powerful. A 6-prime is impossible to pass and is the strongest position in backgammon. Aim to build your prime starting from your 6-point and extending toward the bar.


3. The Holding Game

When to use it: When you are behind in the race and cannot build a prime.

Anchor on your opponent’s 4-point or 5-point and wait. Hold the position until your opponent’s checkers run past yours, then hope to hit a blot and re-enter the race. The 5-point anchor (your opponent’s 5-point) is the strongest holding position — it gives you the best chance of a shot when they clear their board.


4. The Back Game

When to use it: Last resort — when you are far behind.

Hold two or more points in your opponent’s home board and wait for multiple shots as their checkers try to pass. A back game can turn a losing position into a win, but it requires precise timing. The risk: if you hit a shot but your home board has collapsed, you may not be able to close your opponent out.


Primes and Anchors

What is a prime?

A prime is a series of consecutive points that you own (hold with 2 or more checkers). Your opponent cannot pass any point you own, so a long prime traps any checkers behind it.

  • 3-prime — useful but passable with the right roll
  • 4-prime — difficult to escape, strong blocking position
  • 5-prime — very powerful, hard to escape without doubles
  • 6-prime — impossible to pass — the strongest position in backgammon

To build a prime, position spare checkers (builders) on the points adjacent to those you already own. When you roll a number that lets you cover a builder, you close the point. Never leave a gap in your prime intentionally — one open point is all your opponent needs.


What is an anchor?

An anchor is a point in your opponent’s home board that you own. It gives you a safe landing spot, prevents your opponent from making a full prime, and keeps you in the game even when behind in the race.

  • Opponent’s 5-point — the golden anchor, hardest for them to attack
  • Opponent’s 4-point — strong, gives you good shot opportunities
  • Opponent’s 3-point or 2-point — deeper anchors, useful in a back game

When to Hit — and When to Run

Hitting a blot sends your opponent back and gains you tempo. But it is not always the right decision.

Hit when:

  • You can cover the hitting point on the same move
  • Hitting sends your opponent to the bar and disrupts their prime
  • You are behind in the race and need to slow things down

Run when:

  • You are ahead in the pip count and contact hurts you
  • Hitting would leave a blot you cannot cover
  • Your opponent has a strong home board — a hit checker will struggle to re-enter

The Pip Count

The pip count is the total number of moves each player needs to bear off all their checkers. A lower pip count means you are closer to winning the race.

Knowing your pip count — and comparing it to your opponent’s — tells you whether to race, hold, or double.

To count your pip count, multiply each checker’s distance from the 1-point by the number of checkers on that point, then add everything together. The standard opening pip count for both players is 167.

SituationWhat to do
Your count is 10%+ betterConsider doubling — you have a clear race lead
Counts are roughly equalPosition and timing matter more than the race
Your count is 10%+ worseBe cautious about accepting a double
Your count is 20%+ worseLikely a pass unless you have strong counterplay

Shortcut: You do not need an exact count. Focus on the difference, not the total. A difference of 10–15 pips in a late race is significant. A difference of 5 pips is not.

👉 Learn everything about the pip count


Assessing the Risk of Being Hit

Even careful players must sometimes leave blots. Strategy is not about avoiding risk entirely — it is about managing probability.

With two dice, there are 36 possible rolls. Understanding how many combinations can hit a blot helps you make smarter decisions.

  • A blot 6 pips away can be hit by 17 combinations
  • A blot 3 pips away can be hit by 14 combinations
  • A blot 7 pips away can be hit by 6 combinations (indirect shots only)

The closer your checker is to safety, the less likely it is to be hit. Probability awareness separates strong players from casual ones.


The Doubling Cube in Strategy

The doubling cube is not just a scoring tool — it is one of the most powerful strategic weapons in backgammon.

Offer a double when:

  • You are clearly ahead in the pip count (more than ~10%)
  • You have a strong positional threat — a prime, a hit checker, a timing advantage
  • Your winning chances are around 65–70% or higher

Accept a double when:

  • Your winning chances are above ~25%
  • You have anchor points, counterplay, or gammon chances of your own

The 25% rule: If you win more than 1 in 4 games from a position, taking is mathematically correct. Most beginners pass too often — when in doubt, take.


Common Beginner Strategy Mistakes

Playing too passively. Beginners often avoid hitting blots out of caution. Hitting sends your opponent back, gains tempo, and forces them to waste turns re-entering.

Ignoring the pip count. Not knowing whether you are ahead or behind in the race leads to wrong decisions about running, holding, and doubling.

Spreading checkers too thin. Leaving multiple blots across the board gives your opponent too many chances to hit. Try to keep checkers in pairs or larger stacks.

Misusing the doubling cube. Offering too early (before a real advantage exists) or dropping too quickly (when a take is mathematically correct) are both costly mistakes.

Sticking to one game plan. The position changes every roll. The best players recognise when to switch from a blocking game to a running game, or from a holding game to a back game.


Strategy Comes From Practice

Understanding strategy intellectually is important — but strategy is learned through repetition.

Playing real games helps you:

  • Recognize common positions
  • Apply opening theory naturally
  • Develop a feel for risk vs. safety
  • Improve cube decisions over time

Free online play is one of the best ways to practice without pressure:

  • Backgammon Cash is ideal for iPhone, iPad, and Mac users who want smooth free games against real players.
  • Nextgammon offers deeper analysis and competitive play for players ready to challenge themselves.

Keep Learning

Explore the rest of our guides to go deeper on specific topics:

Mastery comes from clarity, discipline, and experience. May the dice be with you 🎲

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