The opening is the one part of backgammon you can learn almost completely. There are only 15 possible non-double opening rolls, and experienced players and computer analysis agree on the best play (or a very small set of good plays) for each one. Learn them once and you will never waste your first move again.
How to read the moves
Moves are written from your own point of view. Your points are numbered 1 to 24, starting from the point closest to the end of your journey (your 1-point, or ace point) and ending with your 24-point, where your two back checkers start.
At the start of a game you have:
- 2 checkers on your 24-point (the back checkers)
- 5 checkers on your 13-point (the midpoint)
- 3 checkers on your 8-point
- 5 checkers on your 6-point
A move like 13/7 means “move a checker from the 13-point to the 7-point”. 8/5 6/5 means one checker from the 8-point and one from the 6-point both land on the 5-point, making it.
What a good opening move tries to do
Almost every recommended opening play aims at one of three goals:
- Make a point. Two or more checkers on a point form a block your opponent cannot land on. The most valuable points early on are your 5-point, 4-point and 7-point (the bar point), because they start to trap the opponent’s back checkers.
- Bring builders down. Checkers on the 8- to 11-points are “builders”: they give you more ways to make good points on your next turn.
- Start moving the back checkers. Your two checkers on the 24-point are the furthest from home. Splitting them or running one gives you more freedom later.
Every recommended play below is a balance between these goals and the risk of leaving a blot (a single checker your opponent can hit).
The point-making rolls
These four rolls are the best you can get, because each one makes a strong point immediately.
3-1: 8/5 6/5
Make your 5-point. This is the best opening roll in the game. The 5-point blocks the opponent’s back checkers and is a perfect landing spot for your own checkers later.
4-2: 8/4 6/4
Make your 4-point. Almost as good as 3-1, and for the same reasons.
6-1: 13/7 8/7
Make your bar point. Together with your 6-point and 8-point it forms a three-point block directly in front of the opponent’s back checkers.
5-3: 8/3 6/3
Make your 3-point. It is deeper in your home board and a little less valuable than the 5- or 4-point, but making any home point on the first roll is a good start.
The running roll
6-5: 24/13
Run one back checker all the way to your midpoint. This is often called “lover’s leap”. The checker reaches safety in one move and you are already ahead in the race.
Rolls with a six
6-4: 24/14, or 24/18 13/9
Running one back checker to 14 and splitting with 24/18 13/9 are both standard and very close in value. Some players also make the 2-point with 8/2 6/2, which is playable but usually considered slightly weaker because the 2-point is so deep.
6-3: 24/18 13/10, or 24/15
Splitting to the opponent’s bar point while bringing a builder down is the most common choice. Running one checker to 15 is a fine alternative.
6-2: 24/18 13/11
Split the back checkers and bring a builder down. An older but still respectable alternative is 13/5, which slots the 5-point with a checker from the midpoint.
Rolls with a five
5-4: 24/20 13/8, or 13/8 13/9
Either split one back checker to the 20-point or bring two builders down. Both are standard.
5-2: 13/8 13/11
Bring two builders down from the midpoint. Both checkers end up in useful places for making your 5-, 4- or bar point next turn.
5-1: 13/8 24/23
Bring one checker safely to the 8-point and split slightly with the one. Some players prefer 13/8 6/5, slotting the 5-point, which is riskier but aims at the most important point.
The small rolls
4-3: 24/20 13/10, or 13/9 13/10
Split and bring a builder, or bring two builders down from the midpoint. Both give you good chances to make a strong point next turn.
4-1: 24/23 13/9
Bring a builder to the 9-point and use the one to split slightly.
3-2: 24/21 13/11, or 13/10 13/11
Similar idea: split and add a builder, or add two builders.
2-1: 13/11 6/5, or 13/11 24/23
The first option “slots” your 5-point: you leave a single checker there, hoping to cover it next turn. It is bold but aims at the best point on the board. The second option is quieter and safer.
What about doubles?
Under international rules the first move uses the opening dice, one rolled by each player, so the first move can never be a double. Under traditional Turkish tavla rules the winner of the opening roll throws both dice again, which means the first move can be a double. Either way, doubles come up early in every game, so the standard plays are worth knowing:
- 6-6: 24/18(2) 13/7(2). Take both the opponent’s bar point and your own bar point.
- 5-5: 13/3(2). Two checkers from the midpoint make your 3-point.
- 4-4: 24/20(2) 13/9(2). Make an advanced anchor and a builder point. 13/5(2) is also good.
- 3-3: 8/5(2) 6/3(2). Make your 5-point and 3-point at once.
- 2-2: 13/11(2) 6/4(2). Make your 4-point and bring two builders down.
- 1-1: 8/7(2) 6/5(2). Make your bar point and your 5-point.
Common opening mistakes
- Stacking on the 6-point. Moving extra checkers onto a point you already hold does little. Use them to make new points.
- Being afraid of every blot. Some risk early in the game is normal and correct. If you are hit near the start, you lose very little ground.
- Forgetting the back checkers. If you never move them, they can get trapped behind a growing wall of opponent points.
- Breaking the midpoint too early. Two checkers on the 13-point give you a safe landing spot and connect your back checkers with your home board.
How to practise
Memorising the moves is the easy part. The real benefit comes from seeing why they work. Play a few games where you only focus on your first two or three moves: try the standard play, then watch which points you end up making and how often your opponent gets a good shot at you.
Playing against a computer at different levels is a good way to do this, because you get many opening positions quickly and can compare how your choices hold up against a steady opponent.
Play it in Swoqy’s backgammon game
Fair Dice Backgammon lets you practise all of these openings offline against the computer at four levels, or against a friend on the same phone. You can choose Turkish tavla rules, where the opening winner rolls again, or international rules, where the opening dice are played directly. Before each match the game seals the dice, and afterwards you can check every roll on the Verify screen.