Backgammon strategy for beginners
A few ideas go a long way: make points, keep your checkers safe, block your opponent, and know when the game has become a race.
The best opening moves
There are 15 different opening rolls that aren't doubles, because the opening roll can't be a double. These are the plays strong players use most today.
| Roll | Play | Why |
|---|---|---|
| 3-1 | 8/5 6/5 | Makes your 5-point, the best point in the game. |
| 4-2 | 8/4 6/4 | Makes your 4-point. |
| 5-3 | 8/3 6/3 | Makes your 3-point. |
| 6-1 | 13/7 8/7 | Makes your bar point, the start of a blockade. |
| 6-5 | 24/13 | Runs a back checker all the way to safety. |
| 6-4 | 24/18 13/9 | Splits the back checkers and builds. 8/2 6/2 is also good. |
| 6-3 | 24/18 13/10 | Splits the back checkers and brings a builder down. |
| 6-2 | 24/18 13/11 | Splits the back checkers and brings a builder down. |
| 5-4 | 24/20 13/8 | Splits and brings one down safely. |
| 5-2 | 13/8 13/11 | Brings two builders down. |
| 5-1 | 13/8 24/23 | One safe builder and a small split. |
| 4-3 | 24/20 13/10 | Splits to the opponent's 5-point and brings a builder down. |
| 4-1 | 24/23 13/9 | A builder for your 5-point, and a small split. |
| 3-2 | 24/21 13/11 | Splits the back checkers and brings a builder down. |
| 2-1 | 13/11 24/23 | A builder and a small split. |
Make points, especially your 5-point
Two or more of your checkers on a point make it safe and block your opponent. The points in your home board matter most, and your 5-point most of all: it blocks your opponent's back checkers and is a good landing spot for yours.
Leave fewer shots
A blot can be hit if your opponent rolls the right number. Count how many of the 36 possible rolls hit it: a blot 6 points away is hit by 17 rolls, one 11 points away by only 2. When you must leave a blot, leave it where it's hardest to hit.
Build a prime
Six points in a row is a full prime: a checker behind it can't get past. Even four or five points in a row trap your opponent's back checkers and give you time. Bring builders down from the midpoint to make the points you need.
The race and the pip count
Once neither side can hit the other, it's a race. Your pip count is how far all your checkers must travel to bear off: 167 at the start. The player with the lower count is ahead. OneGammon shows both counts on the player bars.
When to double
Double when you're a clear favourite but your opponent still has enough chances to take. In a race, a lead of about 8 to 10 percent of your pip count is a good time to double. Take a double if you'd still win at least one game in four.