Backgammon glossary · P

Pip count

The total pips all your checkers still need to travel to bear off. Both sides start at 167.

How it works in play

Both sides start at 167 pips, and an average roll moves about 8 (8.17, with doubles counted four times). Comparing counts tells you who leads the race, and the lead as a percentage of the count drives race cube decisions such as the 8-9-12 rule.

  • Pip — One unit of distance on the board — one point of travel.
  • Race — A position with no remaining contact between the two sides.
  • Keith count — A pip-count adjustment that accounts for checker distribution before race cube decisions.
  • EPC — Effective pip count — the raw pip count plus expected wastage; the standard measure in bear-off positions.
  • Crossover — Moving a checker into a new quadrant of the board.

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