• Lesson 8 of 12
  • First strategy
  • 6 min

The Best Opening Moves in Backgammon

Your first roll comes up in every game, and the best way to play each one is well known. Start with the rolls that make a point.

Step 1 of 7

  1. Make a point with your first roll

    The best opening rolls that aren't doubles make a point: they bring two checkers together on a new point, in front of White's back checkers. 3-1 is the best opening roll that isn't a double. Watch 8/5 6/5 make your 5-point: one checker comes from your 8-point and one from your 6-point.

    Four of those rolls are played this way: 3-1 makes your 5-point, 4-2 your 4-point, 6-1 your 7-point and 5-3 your 3-point.

    On Playboard Black rolls first with both dice, so the first roll can be a double. In the classic rules each player rolls one die and the first roll never is.

  2. 6-1: the bar point

    Your 7-point, next to the bar, is called the bar point. With your 8- and 6-points beside it, it starts a wall in front of White's back checkers, and 6-1 can make it.

    Your move

    Play your opening 6-1.

  3. 4-2: the 4-point

    After the 5-point, your 4-point is the next point you want in your home board: it stands in front of White's back checkers too. It isn't as strong as the 5-point, but 4-2 can make it on the first roll.

    Your move

    Play your opening 4-2.

  4. Which play for 5-3?

    Your opening roll is 5-3. It isn't one of the rolls you have played yet, but the same idea applies.

    Which is the best play?

    Question
  5. 6-5: lover's leap

    Some rolls can't make a useful point. 6-5 is the clearest case: it runs one back checker all the way from your 24-point to your 13-point, where it joins your other checkers and is safe. Players call it lover's leap.

    Your move

    Play your opening 6-5.

  6. 4-1: split

    Most rolls can't make a useful point. They are usually played by splitting: one die moves a back checker up, so your two back checkers cover more of White's home board and can make an anchor later, and the other brings a checker down from your 13-point to build with. Early in the game a back checker that gets hit loses only a few pips, so the risk is small.

    Your move

    Play your opening 4-1.

  7. Every opening roll

    Here is the standard play for every first roll that isn't a double. Where a roll has two or three plays, they are close, and strong players choose between them by taste.

    Roll Standard play
    6-5 24/13
    6-4 24/14, 24/18 13/9 or 8/2 6/2
    6-3 24/18 13/10 or 24/15
    6-2 24/18 13/11
    6-1 13/7 8/7
    5-4 24/20 13/8 or 13/8 13/9
    5-3 8/3 6/3
    5-2 13/8 13/11
    5-1 13/8 24/23
    4-3 24/20 13/10, 13/10 13/9 or 24/21 13/9
    4-2 8/4 6/4
    4-1 24/23 13/9
    3-2 24/21 13/11 or 13/11 13/10
    3-1 8/5 6/5
    2-1 13/11 24/23 or 13/11 6/5

    If your first roll on Playboard is a double, these are the standard plays:

    • 6-6: 24/18(2) 13/7(2)
    • 5-5: 13/3(2)
    • 4-4: 24/20(2) 13/9(2)
    • 3-3: 8/5(2) 6/3(2)
    • 2-2: 13/11(2) 6/4(2)
    • 1-1: 8/7(2) 6/5(2)

What you learned

  • 3-1, 4-2, 6-1 and 5-3 make a point: 8/5 6/5, 8/4 6/4, 13/7 8/7 and 8/3 6/3.
  • 3-1 is the best opening roll that isn't a double: it makes your 5-point.
  • 6-5 runs a back checker to safety: 24/13.
  • Rolls that make no useful point usually split: 4-1 is 24/23 13/9.
  • On Playboard your first roll can be a double: 6-6 makes both bar points, 24/18(2) 13/7(2).

In this course

Lessons for every game

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