Strategy

Backgammon strategy and tips

Dice decide each roll, but decisions decide the match. These principles — points, blots, primes, anchors, and the pip count — are what separate a beginner from a regular winner.

Practice against the computer

Core ideas

Eight principles to play by

  1. 1

    Make points, not blots

    A point with two or more checkers is safe from hits and blocks your opponent. A lone checker is a blot. Before every move ask which of your checkers will be alone afterwards, and whether an enemy checker sits within six pips behind it.

  2. 2

    Claim the key points early

    Your 5-point and your bar point (7) are the most valuable spots on the board in the opening. Making them builds a wall in front of the opponent’s back checkers and gives you a strong home board for when you hit.

  3. 3

    Hit when it is cheap

    Hitting sends a checker back toward the start, costing the opponent pips and forcing them to spend a die on entry. Hits are best when the hitting checker lands safely or the opponent’s home board is weak. A loose hit deep in your own home board is often not worth the risk.

  4. 4

    Build a prime

    Six consecutive points cannot be jumped at all. Even four or five in a row make escape difficult. Slotting points next to ones you already hold — and covering them next turn — is how primes are built.

  5. 5

    Hold an anchor when behind

    A point in the opponent’s home board (for example their 5-point, which is your 20-point) gives your back checkers a safe base, a landing spot, and shots later. If you are behind in the race, an anchor is your insurance policy.

  6. 6

    Know the race

    Compare pip counts on the HUD. If you are ahead by a comfortable margin, disengage: move your back checkers to safety and race home. If you are behind, keep contact and look for hits and blocks.

  7. 7

    Bear in and off safely

    When both sides still have contact, bear in without leaving gaps or blots. Clear points from the back, fill the gaps you can, and keep your checkers spread across several points so bear-off rolls are not wasted.

  8. 8

    Use hint and undo to learn

    Press H to see a suggested move and consider why it is good. Undo any experiment before your turn ends. Watching the Expert computer play is also a fast way to see how a strong opponent blocks and builds.

Checklist

Before you move

  • Make points, not blots. Two checkers on a point are safe and block your opponent; a lone checker within six pips of an enemy checker is a target.
  • Build your home board early. Points 4, 5, and 6 (and the bar point, 7) are the most valuable places to hold when you hit the computer.
  • Hit when it is cheap. Sending a checker to the bar costs your opponent pips and tempo, especially if you can cover the hit point safely.
  • Try to link points into a prime. Six blocked points in a row cannot be jumped, and even four or five in a row cripples escape.
  • Count pips. The player with the lower total is ahead in the race; if you are behind, play for hits and blocks, and if you are ahead, run for safety.
  • Do not stack too many checkers on one point. Five or more on a single point is inflexible and wastes pips you could use to build structure.
  • Use hint and undo to learn. Ask for a suggestion, see why it prefers that move, and undo any experiment within the same turn.

Pitfalls

Mistakes to avoid

  1. Leaving needless blots

    A blot within six pips of an enemy checker can be hit by a single die, and farther ones by combinations, so the risk is real and often about one in three. If a safe play exists, prefer it unless you are racing to hit first.

  2. Running too early

    Sprinting your back checkers out with no support can leave them stranded and exposed. Advance them together, or hold an anchor (two checkers) in the opponent’s home board until the time is right.

  3. Breaking your home board

    Emptying your high home points to make a small gain hands the computer free entry when you hit it later. Keep the board strong as long as you may still hit.

  4. Ignoring the pip count

    The HUD shows both pip counts. If you are far ahead in the race, contact is your enemy; if you are far behind, simple racing will not win.

New to the game? Start with how to play backgammon, then read the FAQ.