From your first opening move to advanced doubling theory β practical strategy resources to help you improve at every level.
Strategy
The Six Core Game Plans
Every position tends toward one of these fundamental plans. Recognizing which plan fits the position β and switching fluently between them β is the core of backgammon strategy.
π Running Game
Beginner
When to use
You have a significant pip-count lead and no contact remains β or contact is very unlikely. Race for home as efficiently as possible.
Count pips and compare regularly
Avoid gaps in your home board β fill every point
A pip lead of 8+ mid-game is usually runnable
Avoid leaving unnecessary blots while racing
β Holding Game
Beginner
When to use
You are behind in the race but hold an anchor (2+ checkers) in the opponent's home board β usually the 20- or 21-point.
Maintain your anchor as long as possible
Wait for a shot as opponent bears off
Build your own home board in the meantime
A high anchor (20β21 pt) is better than a low one
π Priming Game
Intermediate
When to use
You can build 4, 5, or 6 consecutive blocked points to trap your opponent's back checkers.
A 6-prime (6 consecutive points) is a prison β no checker can escape
Aim to build the prime between your back checker and opponent's trapped pieces
Keep your own back checkers active to threaten attack
A 5-prime is very strong; 4-prime is useful but escapable with one doublet
β‘ Blitz
Intermediate
When to use
You have several builders aimed at your opponent's home board and can hit multiple blots β or they have no anchor and are vulnerable.
Close your home board as fast as possible
Keep opponent on the bar while you build points
A full 6-point home board with opponent on the bar is often a gammon threat
Be prepared to shift plans if the blitz stalls
π Back Game
Advanced
When to use
You are behind and have (or intend) two deep anchors in the opponent's home board β e.g. 1 and 3, or 2 and 4 β planning to attack them as they bear off.
High variance β can produce big wins or big losses
Timing is critical: keep your home board intact until you get a shot
Two separated anchors are stronger than adjacent ones
Aim to hit when you are ready to convert β don't hit prematurely
π° Containment
Advanced
When to use
You have hit a checker and your opponent has one or more on the bar. You want to close your home board to keep them unable to re-enter while you advance.
Every point in your home board counts β fill efficiently
Prioritise closing the 5-point and 6-point first
Beware of gaps that give your opponent an entry number
Stack management: don't pile too many checkers on one point
Fundamentals
Key Concepts Every Player Should Know
These concepts cut across all game plans. Master them and you will make better decisions in almost every position.
π
Pip Count
The total number of pips (sum of distances) each player needs to bear all their checkers off. The player with fewer pips is "ahead in the race." Average efficient roll β 8.1 pips per turn.
β
Anchor
Two or more of your checkers on the same point in the opponent's home board. An anchor can't be hit, provides a re-entry point, and threatens to attack later.
π―
Blot Safety
Calculate how many of the 36 possible dice combinations can hit a blot from any threatening checker. A direct shot (within 6 pips) is hit more often than an indirect one (7β12 pips).
π
Duplication
A defensive structure where the opponent needs the same number for two different purposes (e.g. both to hit you and to make a point). Force duplication to reduce their effective roll count.
π
Diversification
Spread builders across different points so that many dice values advance your position. The opposite of duplication β applied to your own checkers.
π
Prime
Four or more consecutive blocked points. A 6-prime is impenetrable β any checker behind it is trapped until points are broken. Building and maintaining a prime is one of the most powerful structures in backgammon.
β°
Timing
The art of managing your pace so you maintain a strong structure until the right moment to attack. Losing timing (being forced to break builders too early) is a common way to collapse a strong position.
π
Gammon Threats
Knowing when to play for a gammon (2Γ win) vs. securing a single win affects both cube decisions and checker play. Overvaluing gammon threats leads to unnecessary risks late in games.
Opening Theory
Best Plays for Common Opening Rolls
Opening moves have been deeply studied by computer engines. These are the consensus best moves β knowing them gives you a solid foundation from move one.
Roll
Best Opening Move
Notation
Why
3-1
Make the 5-point Best roll
8/5, 6/5
The golden point β creates an immediate strong blocking point in your board
6-1
Make the bar-point
13/7, 8/7
Anchors the key 7-point (bar-point), building toward a prime
4-2
Make the 4-point
8/4, 6/4
Strong point in your home board with two builders already covering
5-3
Make the 3-point
8/3, 6/3
Secures a point; less flexible than the 4 or 5 point but solid
6-4
Run one back checker
24/14
Splits the back pair and advances rapidly; debate with 24/18, 13/9 exists
5-2
Split & build
24/21, 13/11
Creates a splitting anchor and a midpoint builder simultaneously
4-1
Split & slot
24/23, 6/5
Slots the 5-point (risky but powerful if not hit) and splits back checkers
5-1
Split & build
24/23, 13/8
Extends a midpoint builder while splitting β balanced approach
3-2
Split & build
24/21, 13/11
Similar idea to 5-2 β creates two points of forward pressure
2-1
Split & slot
24/23, 13/11
Modest roll; splitting and adding a builder is the standard response
Notation: 8/5 means move a checker from the 8-point to the 5-point. Verify open-source engine analysis (GNU Backgammon, XG) for less common rolls.
The Cube
Doubling Strategy
Correct cube handling is what separates intermediate and advanced players. These frameworks give you a decision process, not just gut feel.
π€ When to Double (Offer)
Use the Triple-S test β double when you have two or more of:
Significant lead in the race β clear pip advantage
Strong position β primes, anchors, home board strength
Gammon threats β your opponent faces a backgammon or gammon risk
Don't double too early ("premature double") β you give equity away. Don't wait too long ("too good to double") β you may want to play on for gammon instead of doubling.
β When to Take (Accept)
The 25% rule (basic): Take if you believe you win at least 25% of the time β this is the breakeven point for a pure-race take.
A recube threat (you can double back) makes a take more attractive
Gammon saves reduce your take point β if they can gammon you, you need more raw wins
Cube efficiency: position where you can use the cube later is worth taking
β When to Pass (Drop)
Pass when your winning chances are below the take point β typically under 20β22% with significant gammon risk against you.
Dead cubes (you can never effectively redouble) lower your take point
If a gammon by the opponent is likely, equity of taking drops sharply
When in doubt, pass a gammon-threat double β the damage from a wrong take outweighs a correct pass
Training & Analysis
Analysis Tools
Strong computer engines can evaluate any position and tell you the best move. Regular analysis of your own games is the fastest path to improvement.
π₯οΈ
GNU Backgammon
Free Β· Windows / Mac / Linux
The open-source gold standard. Analyze positions and full games, train against the engine, and get pip count and equity calculations. The best free tool available and widely trusted in the community.
π
eXtreme Gammon (XG)
Commercial Β· Windows
World's strongest backgammon engine, used by top professionals. Deeper analysis, better rollouts, and advanced match equity calculations. The industry standard for serious analysis.
π±
XG Mobile
Commercial Β· iOS & Android
The mobile version of eXtreme Gammon. Analyse positions and play on the go. A good tool for reviewing positions away from your desktop.
π±
Backgammon NJ
Free / Paid Β· iOS
A polished iOS app offering both casual play and analysis mode. Good interface and a capable engine for beginners and intermediate players looking for a mobile option.
π₯οΈ
BGBlitz
Commercial Β· Windows / Mac
A strong commercial engine with a focus on ease of use. Good for game analysis, learning scenarios, and beginners who want a friendlier interface than GNU Backgammon.
Recommended Reading
Essential Backgammon Books
These books have stood the test of time. Whether you're just starting out or preparing for tournament play, each one offers concrete improvements.
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Backgammon
Paul Magriel Β· 1976
The foundational reference β "the Bible of backgammon." Covers strategy, concepts, and thinking process at every level. Still as relevant as ever despite its age.
All Levels
π
Backgammon Boot Camp
Walter Trice
The most recommended book for players making the leap from beginner to intermediate. Clear explanations of doubling, primes, and contact positions with practical examples.
Beginner β Intermediate
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501 Essential Backgammon Problems
Bill Robertie
A classic problem set covering hundreds of real positions. Working through problems is the most efficient way to sharpen your game quickly.
Intermediate
π
Backgammon to Win
Bill Robertie
Focused on tournament match play strategy, including match equity, cube use in match context, and mental game. Essential if you are competing in events.
Intermediate β Advanced
π
Understanding Backgammon
Chris Bray
A gentle, well-structured introduction for those who are new to the game. Covers all the basics and introduces positional concepts in an accessible way.
Beginner
Online Resources
Play, Study & Stay Connected
These platforms offer online play, opening quizzes, match libraries, and video content from world-class players.
π
Backgammon Galaxy
Online play with built-in position analysis after each game. Good community and regular events.
Masayuki Mochizuki β multiple world champion β streams and teaches in an accessible, insightful style. Highly recommended for intermediate players.