Backgammon guide
Backgammon best practices
Tips for playing well, the most useful first.
- Make points, not blots. Two checkers on a point can’t be hit, and they block your opponent.
- Your 5-point is the best point to own. An opening 3–1 makes it: 8 to 5 and 6 to 5.
- An opening 4–2 makes your 4-point, and 6–1 makes your 7-point, the bar. Other openers bring a checker down to build with, or split your back checkers.
- Hit when it helps. A hit checker goes to the bar, loses its whole trip, and must come back in before anything else moves.
- Build points side by side. Six in a row is a prime: nothing can get past it.
- Move your back checkers up before your opponent’s home board fills, or they get trapped behind it.
- Count the pips: how far each side still has to travel. Ahead, break contact and race. Behind, keep checkers back to hit a late blot.
- Far behind, holding two points in your opponent’s home board? That’s a back game: wait for a shot. It’s hard to play, so use it to rescue a game, not as a plan.
- Bearing off with no contact, take off a checker with every die you can. While a hit is still possible, play safe first and leave no lone checker in reach.
- If you can’t win, save the gammon. Bear off one checker and the loss counts 1, not 2.
- In a match, double when you’re clearly ahead but could still lose. Wait until you’re sure, and they simply pass.
- Take a double when you’d still win about one game in four. Less than that, pass and keep the points.
- No one can double in the Crawford game. In the next game, the side behind should double at once.