Backgammon Opening Moves
The first move of a backgammon game is the one position you will see in every single game you play. That makes it the best place to start studying. Because each player throws one die to decide who goes first, and ties are rolled again, the opening roll is never a double. That leaves exactly 15 possible opening rolls, and each has a standard answer that strong players and analysis programs agree on.
How to read the notation
Moves are written as starting point and landing point, counted from the side of the player who moves. 13/7 means a checker moves from the 13-point (the midpoint) to the 7-point (the bar point). 24/18 moves a back checker from the 24-point. When two checkers land on the same point, both moves are listed: 8/5 6/5 makes your 5-point. If you need a refresher on the board and the starting position, see the rules of backgammon.
Table of opening moves
| Roll | Standard play | Alternatives | Idea |
|---|---|---|---|
| 3-1 | 8/5 6/5 | Makes the 5-point | |
| 4-2 | 8/4 6/4 | Makes the 4-point | |
| 6-1 | 13/7 8/7 | Makes the bar point | |
| 5-3 | 8/3 6/3 | Makes the 3-point | |
| 6-5 | 24/13 | Runs a back checker to safety | |
| 6-4 | 24/18 13/9 | 8/2 6/2; 24/14 | Split and build, make a point, or run |
| 6-3 | 24/18 13/10 | 24/15 | Split and build, or run |
| 6-2 | 24/18 13/11 | 13/5 | Split and build, or bring a builder down |
| 5-4 | 24/20 13/8 | 13/8 13/9 | Split, or bring two checkers down |
| 5-2 | 13/8 13/11 | Two builders from the midpoint | |
| 5-1 | 13/8 24/23 | One safe builder and a small split | |
| 4-3 | 24/20 13/10 | 13/9 13/10 | Split and build, or two builders |
| 4-1 | 24/23 13/9 | Builder plus a small split | |
| 3-2 | 24/21 13/11 | 13/10 13/11 | Split and build, or two builders |
| 2-1 | 13/11 24/23 | 13/11 6/5 | Builder plus split, or slot the 5-point |
Where alternatives are listed, the plays are close in value and players choose between them by style. None of the listed moves is a serious mistake.
The ideas behind the moves
Make a point when you can
Four rolls let you make a new point at once: 3-1, 4-2, 6-1 and 5-3. These are the best opening rolls. The 5-point is the most valuable because it blocks the opponent's back checkers and gives your own checkers a safe landing spot. The 4-point and the bar point come next. The 3-point is deeper and slightly less useful, but making any point is better than leaving loose checkers.
Run with 6-5
The roll 6-5 carries one back checker all the way from the 24-point to the safety of your midpoint. The move is often called the lover's leap. It does not build anything, but it removes a checker from danger and puts you ahead in the race.
Split the back checkers
Moving one back checker up, as in 24/18 or 24/23, is called splitting. It makes it easier to make an advanced point in the opponent's board later and gives you more ways to hit if the opponent leaves a blot. The risk is that split checkers are easier to attack.
Bring down builders
Checkers from the midpoint landing on your outer board, such as 13/11 or 13/9, are called builders. They aim at the points you want to make next turn, especially the 5-point and the bar point. A builder may be hit, but at the start of the game a hit costs only a few pips.
Slotting
The alternative 13/11 6/5 with 2-1 places a single checker on the 5-point, called a slot. If it is not hit, you can cover it next turn and own the most important point on the board. If it is hit, you lose some ground in the race, which early in the game is a small price.
Replying to the opponent
The table covers only the very first move. The second player's reply also has a standard answer for every combination, and doubles become possible from then on. Rather than memorize long lists, learn the ideas above and check your choices later with free analysis software, as described on the analysis tools page. When the opening is over and contact breaks, the game turns into a race; the pip count guide explains how to tell who is ahead.