Backgammon glossary · R

Race

A position with no remaining contact between the two sides.

How it works in play

Once the two armies have passed each other there is no more hitting or blocking: the game is a race, won by the lower pip count and better use of the dice. Race cube decisions follow well-tested rules such as 8-9-12.

  • Running game — The plan of racing all checkers home without contact.
  • Pip count — The total pips all your checkers still need to travel to bear off. Both sides start at 167.
  • Contact — A position where opposing checkers can still hit each other.
  • Late race — A race position with most checkers in or near the home board.
  • EPC — Effective pip count — the raw pip count plus expected wastage; the standard measure in bear-off positions.

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