Strategy · Part 2

The 15 opening rolls

There are exactly fifteen possible opening rolls — no doubles, because the higher single die wins the opening roll-off (rules §6). Memorizing the best play for each is the highest-value hour of study in backgammon: these are the only positions you are guaranteed to face every single game.

Reading the notation

Moves are written from/to counted from your own perspective —8/5 6/5 means one checker from the 8-point to the 5-point and one from the 6-point to the 5-point, together making the 5-point. Your back checkers start on the 24-point; the midpoint is 13.

The table

RollBest play (modern consensus)The idea
3-18/5 6/5 — make the 5-pointThe single best opening roll. Claim the golden point immediately.
6-113/7 8/7 — make the bar pointThe third-best opening roll, after 3-1 and 4-2. A made 7-point blocks escaping sixes.
4-28/4 6/4 — make the 4-pointA strong home-board point with no blot left behind.
5-38/3 6/3 — make the 3-pointDeep but real: a made point and a stronger board.
6-524/13 — the lover’s leapRun a back checker safely all the way to the midpoint.
5-424/20 13/8 — split and buildGrab at the golden anchor while bringing a builder down.
6-48/2 6/2, 24/18 13/9 or 24/14A three-way tie: make the 2-point, split and build, or run. All three are within 0.004.
6-324/18 13/10 — split and buildAdvance the back checkers and stage a builder.
6-224/18 13/11 — split and buildRunning 24/16 is about 0.02 worse; slotting the 5-point with 13/5 about 0.04.
5-213/8 13/11 — two downTwo builders into the outfield, ready to point next roll.
5-113/8 24/23 — build and splitA builder to the 8, a minor split to the 23.
4-113/9 24/23 — build and splitBuilder to the 9-point, back checkers start moving.
3-213/11 13/10 — two downDouble builders aimed at the 5- and 4-points.
4-313/10 13/9 (or 24/21 13/9)Two builders down, or split-and-build — rollouts call it close.
2-113/11 24/23 — build and splitThe standard minor split with a builder.

Plays and margins checked with GNU Backgammon (3-ply). Plays within about 0.01 of each other are effectively equal.

Three patterns to internalize

  • Point-makers play themselves. 3-1, 6-1, 4-2 and 5-3 all make a point on the spot. Never pass up 8/5 6/5 with 3-1 — it gains roughly 0.23 equity over the next-best play, an enormous margin for move one.
  • Split and build. Most awkward rolls (5-4, 6-3, 5-1, 4-1, 2-1…) combine a minor split of the back checkers with a builder — diversifying your good numbers for the second roll.
  • Close calls are close. Engines rank every opening play, and they show that many rolls have more than one right answer: with 2-1, 3-2, 4-3, 5-2, 6-3 and 6-4, two or three plays finish within about 0.01 of each other. With 6-4, making the 2-point, splitting and running are a dead heat. Learn the ideas; the big margins are with the point-makers and 6-5. (How the engines got here: the computer era.)

The second roll

Replies to each opening are studied nearly as deeply — the same table logic applies, but hitting options and already-split checkers change the answers. Studying the first four plies of each opening is what separates intermediate from advanced play; a practical way in is reviewing your own openings with the engine after each game and readingwhat your PR says about the leaks.


Next: cube theory — the decisions worth more than any checker play. Terms unclear? See the glossary.