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OneGammon

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.

RollPlayWhy
3-18/5 6/5Makes your 5-point, the best point in the game.
4-28/4 6/4Makes your 4-point.
5-38/3 6/3Makes your 3-point.
6-113/7 8/7Makes your bar point, the start of a blockade.
6-524/13Runs a back checker all the way to safety.
6-424/18 13/9Splits the back checkers and builds. 8/2 6/2 is also good.
6-324/18 13/10Splits the back checkers and brings a builder down.
6-224/18 13/11Splits the back checkers and brings a builder down.
5-424/20 13/8Splits and brings one down safely.
5-213/8 13/11Brings two builders down.
5-113/8 24/23One safe builder and a small split.
4-324/20 13/10Splits to the opponent's 5-point and brings a builder down.
4-124/23 13/9A builder for your 5-point, and a small split.
3-224/21 13/11Splits the back checkers and brings a builder down.
2-113/11 24/23A 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.