Backgammon Strategy

A practical guide to winning more games

Last updated

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, and it does one thing the other strategy guides do not: it puts numbers on them. We played 3,000 games between two equally strong engines and recorded which side achieved each idea first and who went on to win. Some of the results confirm the received wisdom. One of them contradicts it. 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.

What each idea is actually worth

Every strategy guide tells you to make the 5-point, build a prime and hold an anchor. None of them says how much any of it is worth. We can, because we ship the engine that plays the games: two copies of it, at identical strength, played 3,000 complete games. For each game we recorded which side reached each milestone first, and who eventually won.

Three things follow, and the third is the one worth the whole table.

What these numbers are, precisely. They are correlations measured inside our own engine, not rollout equities. The side that makes the 5-point first is often simply the side that rolled better, so part of every figure above belongs to the dice. Both seats play at identical strength, so nothing here is contaminated by one side being better. Re-run them yourself with node tools/strategy-stats.js.

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 backgammon board with both golden points circled: White's own 5-point in its home board, and White's anchor on the 20-point inside Black's home board.
The two golden points. Making your own 5-point first was worth 58.4% of games in our 3,000-game measurement.

Why the 5-point and not another? Because it does three jobs at once. It is part of your home board, so it helps close the door on a checker you hit. It is part of any prime you go on to build, and it is the point an escaping back checker most wants to land on. A point that is simultaneously defensive, structural and denied to the opponent is worth more than one that only does one of those things — which is exactly why the 3-1 opening that makes it is considered the best first roll in the game. Our opening moves guide has the best play for all fifteen rolls.

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. Three checkers stacked on the 6-point are not three assets; they are one point and two checkers doing nothing. Spares belong where they can reach the points you still want.

The mirror of all this is the 20-point, your anchor inside the opponent's home board. It is the same point seen from the other side, and it is the safest place to keep two back checkers: from there they cannot be attacked, they hold a shot at anything that comes past, and you always have somewhere to re-enter after being hit.

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:

How likely you are to hit — or to be hit back — is not a feeling: a blot six points away is hit by 17 of the 36 rolls, one eleven points away by 2. The complete table is on the backgammon odds page.

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.

The difference between wall lengths is not gradual — it is a cliff, and it can be counted exactly rather than estimated. We asked the move generator, for a checker sitting directly behind a wall, how many of the 36 rolls let it move at all:

A five-prime already leaves only the sixes — eleven rolls in thirty-six, and any of them may still be blocked further on. The sixth point takes that to zero: no number on two dice is larger than six, so a full prime is not "hard to escape", it is arithmetically impossible to escape until you break it yourself.

A backgammon board showing a five-point prime held by White on points 2 to 6, with a dark checker trapped behind it on the 1-point, and the count of how many of the 36 rolls can free it.
A five-prime: only a six escapes, and that is 11 rolls in 36. Add the sixth point and it is 0 in 36 — counted by the engine, not estimated.

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:

A backgammon board with White holding all six home-board points and a dark checker stranded on the bar, unable to re-enter with any roll.
A closed board. The checker on the bar cannot move with any of the 36 rolls until a point is broken — and its owner cannot move at all.

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.

Notice what a closed board really does: the trapped player forfeits every roll, not just their entry. While you calmly bring your remaining checkers round and start bearing off, they sit out the game entirely. That is why a successful blitz so often produces a gammon — a double game — rather than a plain win. It is also why the attack is worth some risk: the pay-off is not one point but two.

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:

A backgammon board with two White blots, both exactly four pips from a dark checker, so a single number threatens both — with the count of how many of the 36 rolls hit.
Both blots need a 4: 19 of the 36 rolls hit something. Move one so it needs a 3 instead and it rises to 25 — counted by the engine.

That is duplication in one picture, and the numbers are not a feeling: with both blots four pips away, 19 of the 36 rolls hit at least one of them. Shift a blot so that it needs a three instead and the same two blots are hit by 25 of 36. Same number of blots, same distances from home — six extra losing rolls, purely because the threats no longer share a number.

You don't need to calculate this precisely at the board. Just ask, before a quiet move: "Which numbers help me next roll, and which numbers help my opponent?" — then nudge the odds your way. The full shot table, for every distance from 1 to 24, is on the odds page.

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.

Questions people ask

What is the best strategy in backgammon?
There is no single best strategy — there are four, and the skill is picking the right one. Race when you are ahead in the pip count, prime when you have trapped a checker, blitz when your opponent leaves a blot and your home board is strong, and hold an anchor when you are behind. Committing to the wrong plan loses more games than playing any plan slightly imperfectly.
What is the most important point in backgammon?
Your 5-point, called the golden point. It is part of your home board, part of any prime you build, and the point an escaping back checker most wants. In our 3,000-game measurement the side that made its own 5-point first won 58.4% of games.
Is a prime better than hitting?
In our measurement, a six-prime was worth more than winning the hitting battle: 74.1% against 71.9%. They are not alternatives, though — hitting is usually how you win the time to build the prime in the first place.
How long does a prime need to be?
Six points is the only length that is airtight. Behind a five-prime, 11 of the 36 rolls still escape, because a six can jump it; behind a four-prime, 20 of 36. The sixth point is the one that takes the escape chance to zero, since no single die is bigger than six.
Should I always hit my opponent's blot?
No. Hit when it gains the race, when it makes a key point at the same time, or when your home board is strong enough that re-entry hurts. Think twice when your own board is weak, when you are comfortably ahead in the race, or when hitting leaves you with a worse blot than the one you removed.
What is the 20-point anchor and is it worth it?
It is two checkers on your opponent's 5-point — the safest place to keep back checkers. In our games the side that got there first won 52%, essentially even. That is not a failure: you take the anchor when you are behind, so holding a losing position to even is exactly what it is meant to do.
Why do anchors show a losing win rate in your data?
Because it is a selection effect, not a verdict on anchors. You are still holding a back anchor precisely because you are behind — the side that is ahead ran those checkers home long ago. So the games in which one side is left with the only anchor are games that were already going badly for that side. The number describes the positions, not the play.
When should I play a back game?
Rarely, and only when you are already far behind and have two anchors deep in the opponent's home board. Back games need timing you usually do not have: while you wait for a shot, your other checkers must still have safe moves to make. Most back games are entered by accident and lost by a gammon.
What is duplication in backgammon?
Arranging your position so that one number does two jobs for your opponent, cutting the rolls that help them. With two blots both four pips away, 19 of the 36 rolls hit something; move one blot so it needs a three instead and 25 of 36 do. Same exposure, six extra bad rolls.
How do I stop stacking checkers?
Watch the 6-point. Three or four spare checkers there are not assets — they are one made point plus checkers that cannot reach anything. Keep spares on the 8- and 13-points, where they can make new points, and spend them on the 5-point, the bar point and the 4-point.
How much does strategy matter against the dice?
Over one game, not much; over a match, a great deal. We measured this separately: a player who wins 55% of single games wins about 70% of 25-point matches. The full curve is on our luck-or-skill page.
What is the fastest way to improve at backgammon?
Learn to count pips so you always know which plan you are in, prioritise the 5-point and the bar point, and stop making moves that leave blots for no gain. Those three habits beat memorising positions, and all of them can be practised against the computer here for free.

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), the best opening moves with diagrams, and the doubling cube guide — in a match, the cube decides more games than the checkers do. And if better play never seems to pay off, is backgammon luck or skill? measures how long it takes before it does.

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