Backgammon Strategy

A practical guide to winning more games

Backgammon rewards a plan. The dice decide a lot, but over many games the player who chooses the right strategy — knowing when to race, when to block, when to hit, and when to sit tight — wins far more often. This guide covers the ideas that separate strong players from beginners: the four game plans, hitting and priming, anchors, the blitz, dice economy, and clean bear-offs. New to the game? Start with the how-to-play guide first, then come back here — and practice everything free on BackgammonWorld.

First: are you ahead or behind?

Almost every backgammon decision starts with one question: who is winning the race? Your pip count answers it — the total distance your checkers still have to travel. As a rough rule:

On BackgammonWorld the live pip count for both sides sits right next to the board, so you can judge the race at a glance while you learn to feel it.

The four game plans

Most positions call for one of four broad plans. Recognising which one you are in — and committing to it — is the single biggest strategic skill.

These aren't rigid boxes — games shift from one to another — but at any moment you should know which plan you're playing and let it guide each roll.

Make the right points

Making points (two or more checkers together) builds both safety and blockade. Not all points are equal — prioritise these:

A useful habit: keep builders — spare checkers on your 8- and 13-points — ready to make new points. Don't bury everything on the 6-point where it can't help.

When to hit (and when not to)

Hitting a blot sends it back ~25 pips and forces your opponent to re-enter before doing anything else. It's powerful, but not always right. Hit when:

Think twice about hitting when:

Double hits win games. Putting two of your opponent's checkers on the bar at once, especially against a strong board, is often decisive — look for it before any quieter play.

Building and using a prime

A prime is a row of consecutive made points. A checker stuck behind a full six-point prime cannot escape with any roll — it is completely trapped until you're forced to open a gap.

A backgammon board showing a six-point prime on points 2 through 7, with two dark checkers trapped on the 1-point behind it.
A six-point prime (points 2–7). The dark checkers on the 1-point are completely trapped — no roll can jump the wall.

You rarely start with a full prime; you build toward it. Aim to make consecutive points in front of the checker you want to trap, and hold the structure with your spares. Two ideas make priming work:

Anchors: your safety net

An anchor is a made point in your opponent's home board. It is the trailer's best friend: your back checkers can never be hit while they sit on it, and it gives you a base to hit them from as they try to bear in.

The blitz: attack and close out

A blitz is an all-out attack. You hit a checker, then keep making home-board points and hitting again, so your opponent stacks up on the bar and can't get back in. If you make all six home-board points while they have a checker on the bar, you've closed them out — they can't move at all until you break your board, and you often pick up a gammon.

Blitz when:

The risk: if the attack stalls and you've scattered blots, you can get hit back hard. Commit to the blitz when the board supports it — half-measures are the worst of both worlds.

Back games (handle with care)

A back game is the last resort when you're badly behind: you hold two anchors deep in your opponent's home board and wait to hit a shot as they bear in. The best anchor pairs are close together (for example the 1- and 3-points, or the 2- and 4-points).

Be honest, though: back games are hard to play well and often lose gammons when they fail. For most players, a holding game with a single strong anchor (the 20- or 18-point) is a more reliable way to play from behind. Reach for a full back game only when nothing else gives you a chance.

Dice economy: duplication & diversification

Strong players squeeze more out of the dice with two related ideas:

You don't need to calculate this precisely. Just ask, before a quiet move: "Which numbers help me next roll, and which numbers help my opponent?" — then nudge the odds your way.

Bearing off safely

In a pure race the bear-off is mostly automatic, but two things cost beginners whole games:

If there's no contact left — both sides are just racing off — play the most efficient move (fill gaps, avoid wastage) and don't overthink it.

Common strategic mistakes

A quick decision framework

Before you move, run through this in a few seconds:

Do that consistently and you'll beat most casual players — the dice will still swing individual games, but strategy wins the long run.

Put it into practice

Reading strategy only gets you so far — you learn it by playing. On BackgammonWorld you can practice against the computer on three levels (the hard engine will punish loose blots and reward a good prime), or play friends and online opponents, all free with no signup.

▶ Play backgammon now

See also: How to Play Backgammon (rules, setup, bearing off) and the best opening moves with diagrams.

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