Opening moves

The standard way to play every opening roll, and the ideas behind them.

How a game opens

Each player rolls one die and the higher number goes first, playing both dice. That means the first move is never a double, so there are exactly fifteen opening rolls. Once play is under way, either player can roll doubles.

Reading move notation

Moves are written from point to point, counted from the mover's own side of the board. 13/7 moves a checker from the 13-point to the 7-point. 8/5 6/5 moves one checker from the 8-point and one from the 6-point onto the 5-point, making it. A number in brackets repeats the move: 13/3(2) moves two checkers from the 13-point to the 3-point.

Every opening roll

These are the plays strong players and backgammon bots agree on. Where two plays are nearly equal, the alternative is listed too; either is a fine choice.

RollPlayAlso goodWhy
3-18/5 6/5—Makes the 5-point, the best point to own. The best opening roll.
4-28/4 6/4—Makes the 4-point.
6-113/7 8/7—Makes the bar point, the start of a prime.
5-38/3 6/3—Makes the 3-point.
6-524/13—Runs a back checker all the way to safety (the lover's leap).
6-424/1424/18 13/9 · 8/2 6/2Three plays are almost equal: run, split, or make the 2-point.
6-324/18 13/1024/15Split the back checkers and bring down a builder, or run.
6-224/18 13/1113/5Split and build, or slot the 5-point.
5-424/20 13/813/8 13/9Split to the 20-point, or bring two checkers down.
5-213/8 13/11—Two builders aimed at the inner points.
5-113/8 24/2313/8 6/5A safe 5 from the midpoint plus a small split.
4-324/20 13/1013/9 13/10Split and build, or bring down two builders.
4-124/23 13/9—A builder for the 5- and 4-points plus a small split.
3-224/21 13/1113/10 13/11Split and build, or bring down two builders.
2-113/11 24/2313/11 6/5Split, or slot the 5-point and hope it survives.

The pattern

  • Make a point when you can. 3-1, 4-2, 6-1 and 5-3 build a home-board or bar point straight away, which is why they're the best rolls.
  • Otherwise, split or build. Most other rolls either move a back checker up (a split) to make anchoring and hitting easier, or bring a checker down from the midpoint as a builder for next turn.
  • 6-5 runs. It's the one roll that takes a back checker all the way to safety.

Doubles early in the game

From the second roll on, doubles are possible. With nothing to hit, these are the usual plays:

RollPlayWhy
6-624/18(2) 13/7(2)Makes both bar points: yours and your opponent's.
5-513/3(2)Makes the 3-point with two checkers from the midpoint.
4-424/20(2) 13/9(2)An advanced anchor plus a builder point; 13/5(2) is also strong.
3-38/5(2) 6/3(2)Makes the 5- and 3-points at once.
2-213/11(2) 6/4(2)Makes the 4-point and brings down builders.
1-18/7(2) 6/5(2)Makes the bar and 5-points.

Your opponent's first move changes things. If they have left a blot you can hit, hitting it is often right, especially in your own home board.

The ideas behind good openings

  • Home-board points win games. The 5-point matters most, then the 4-point and the bar point. Together they start a prime that traps your opponent's back checkers.
  • Builders make points. Checkers within six pips of a point you want give you more rolls that make it next turn.
  • Back checkers need a plan. Split them to find an anchor, or run them before your opponent's prime closes around them.
  • Blots are a trade-off. A blot in your outer board is often worth the risk for the flexibility it buys. A blot your opponent can hit while building their own board is costlier.

New to the words here? The glossary explains blots, builders, anchors and primes.

Try them against the computer →