Guide · Strategy

Backgammon opening moves: the best play for every roll

A backgammon game can open with only 15 different rolls, and each one has a best play that strong players know by heart. Learn them once and you start every game on the right foot. This guide gives you the full chart, then the four simple ideas behind it, so you remember the moves instead of memorizing them.

8 min read
  • 15 opening rolls
  • 4 families of moves
  • Money & match play
  • Chart + FAQ

Why the opening move matters

At the start of a game, each player rolls one die and the higher number moves first, playing both dice (see how a game starts). A tie is rolled again, so the first move is never a double: there are only 15 possible opening rolls, from 2-1 to 6-5, each as likely as the others.

Fifteen rolls is a small enough list to learn completely. And it's worth it: the opening sets the shape of the whole game. A good opening builds points where you'll need them and gives your back checkers a way out. A poor one leaves blots in the wrong places or wastes a strong roll.

The best plays were settled by computer rollouts, thousands of games played out from each position by neural networks. Some of them overturned decades of expert habit: slotting your 5-point with 4-1 or 5-1, once the textbook play, is no longer considered best.

How to read the moves

Moves are written from your side of the board. Your points are numbered 1 to 24, from your home board to your opponent's; 24/18 means “move a checker from the 24-point to the 18-point”. A full move lists both dice: 24/18 13/9 plays the 6 with a back checker and the 4 from the midpoint. Hits, the bar, doubles and full match transcripts are covered in backgammon notation.

Here's the starting position every chart assumes, from the side of the player on roll:

Opponent's outer board13–18
Opponent's home board19–24
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Your outer board7–12
Your home board1–6
The starting position, from the side of the dark checkers, who are on roll: the point numbers are theirs. Every move in this guide starts from here.

Four checker groups matter in the opening: the two back checkers on your 24-point, the five on your midpoint (13-point), three on your 8-point and five on your 6-point. Not sure about a word? The backgammon glossary defines each one, from blot to prime.

The best opening moves: the full chart

This chart gives the best play for each opening roll in money play (single games, where gammons count double), with the close alternatives that rollouts rate almost as highly. Where two plays are listed, the difference between them is small: pick one and stay consistent.

RollBest playClose alternativesThe idea
3-18/5 6/5—Make the 5-point
4-28/4 6/4—Make the 4-point
6-113/7 8/7—Make the bar point
5-38/3 6/3—Make the 3-point
6-524/13—Run a back checker
6-424/18 13/98/2 6/2 · 24/14Split and build
6-324/18 13/1024/15Split and build
6-224/18 13/11—Split and build
5-424/20 13/813/9 13/8Split to the golden point
4-313/10 13/924/21 13/9 · 24/20 13/10Two builders, or split
3-224/21 13/1113/11 13/10Split and build
5-224/22 13/813/11 13/8Small split, safe 5
5-124/23 13/813/8 6/5Small split, safe 5
4-124/23 13/913/9 6/5Small split and build
2-124/23 13/1113/11 6/5Split, or slot
Best opening moves in money play, from rollouts. Close alternatives score almost as well.

Rolls that make a point: 3-1, 4-2, 6-1, 5-3

Four rolls let you make a new point at once, and you should always take that chance. Points in front of your opponent's back checkers block their escape and give you safe landing spots.

  • 3-1: 8/5 6/5. The best opening roll in backgammon. Your 5-point is the most valuable point on the board: it blocks your opponent's back checkers and is the heart of a future prime.
  • 4-2: 8/4 6/4. The second-best roll. The 4-point is nearly as strong as the 5-point.
  • 6-1: 13/7 8/7. Makes your bar point (7-point). With your 6- and 8-points already held, you now have three points in a row, the start of a blockade.
  • 5-3: 8/3 6/3. The 3-point is deeper, but making any home-board point beats leaving blots.

The roll that runs: 6-5

6-5: 24/13, nicknamed lover's leap. One back checker travels 11 pips straight to the safety of your midpoint. It leaves no blot to hit, escapes a checker that would otherwise be the hardest to bring home, and puts you ahead in the race.

There's no serious alternative: every other way to play 6-5 leaves blots without building anything useful.

Split and build: 6-4, 6-3, 6-2, 5-4, 4-3, 3-2

Most other rolls can't make a point, so they do two useful jobs at once: split a back checker forward, and bring a builder down from the midpoint, a spare checker that can make a new point next turn.

The big splits: 6-4, 6-3, 6-2

With a 6, move a back checker to your opponent's bar point (24/18): it starts the escape and blocks their 6-1. The other die brings a builder down: 6-4: 24/18 13/9, 6-3: 24/18 13/10, 6-2: 24/18 13/11.

6-4 is the most flexible opening roll: 24/18 13/9, 8/2 6/2 (making the 2-point) and 24/14 (running a back checker) all score almost the same in rollouts. Pick the style you're comfortable with.

Splitting to the golden point: 5-4, 4-3, 3-2

5-4: 24/20 13/8 splits to your opponent's 5-point, the golden point: if you make it into an anchor, your back checkers are safe for the rest of the game. 3-2 follows the same idea: 24/21 13/11. With 4-3, the main play brings two builders down, 13/10 13/9; splitting to the golden point with 24/20 13/10 is a strong alternative.

The small splits: 5-2, 5-1, 4-1, 2-1

These four rolls are among the weakest openings. They bring one checker down and split the back checkers by a pip or two:

  • 5-2: 24/22 13/8. The 5 comes down safely to your 8-point; the 2 splits.
  • 5-1: 24/23 13/8. Same idea, a smaller split.
  • 4-1: 24/23 13/9. A builder on the 9-point, aimed at your 5-point.
  • 2-1: 24/23 13/11 or 13/11 6/5. Two plays of almost equal value; 2-1 is the roll where slotting the 5-point is still a top choice; with 4-1 and 5-1, the slot is a playable second choice.

Why not slot the 5-point with 4-1 or 5-1, as players did for years? A slot is a blot your opponent hits with many rolls, and getting hit on the 5-point costs a lot of ground. Rollouts found the quiet split slightly better, because it keeps your position flexible without taking that risk.

Opening moves in match play

The chart is built for money play. In a match, the score can change which of the close plays is best, because gammons are worth more or less depending on what each player needs (see match play and the Crawford rule).

  • When a gammon would win you the match, bolder plays gain: more builders, more blots, more chances to attack.
  • When losing a gammon would cost you the match, prefer the safer plays among the alternatives.
  • At double match point, when both players need one point, gammons don't count at all: the plays that aim for a gammon lose some of their value.

The differences stay small. At the start of a short match, playing the chart is never a real mistake, so learn the chart first and refine later.

After the opening: principles that carry over

After the first move, your opponent replies, now with doubles possible, and the positions multiply too fast to memorize. The ideas behind the chart keep working:

  • Make points in front of your opponent's back checkers, your 5-, 4- and bar points first.
  • Hit loose blots in your home board when it gains tempo, especially on your 5- or 4-point.
  • Escape or anchor your back checkers early, before your opponent builds a prime.
  • Keep builders in range of the points you want to make next.
  • Count the race with the pip count: ahead, avoid contact; behind, keep it.

For the common errors that follow the opening, see common beginner mistakes in our rules guide.

For the plans that follow the opening, see backgammon strategy: the 5 game plans; for the end of the game, see bearing off fast and safely.

How to learn the opening moves fast

Reading a chart is a start; playing it is what makes it stick. Three steps work well:

  • Learn the four families, not 15 separate moves: make a point, run, big split and build, small split and build.
  • Play short games and check your opening every time, until the right move comes without thinking.
  • Review your mistakes, so the opening rolls you get wrong come back until you get them right.

Frequently asked questions

What is the best opening roll in backgammon?

3-1, played 8/5 6/5. It makes your 5-point, the most valuable point on the board, on the very first move. 4-2 (8/4 6/4) and 6-1 (13/7 8/7) come next.

How many opening rolls are there in backgammon?

Fifteen. Each player rolls one die to decide who starts, and a tie is rolled again, so the opening move is never a double. That leaves the 15 non-double combinations, from 2-1 to 6-5.

How do you play 6-5 on the opening move?

24/13: run one back checker all the way to your midpoint. It's called lover's leap. It leaves no blot and puts you ahead in the race, and no other play comes close.

Should you slot the 5-point with an opening 4-1 or 5-1?

No. Computer rollouts showed that splitting the back checkers (24/23) and bringing a checker down from the midpoint is slightly better. With 2-1, splitting (24/23 13/11) and slotting (13/11 6/5) are about equal.

What is the best way to play an opening 6-4?

Three plays are almost equal: 24/18 13/9, making the 2-point with 8/2 6/2, and running with 24/14. Choose the style you prefer; none of them is a mistake.

Are opening moves the same in match play?

Mostly. The chart is computed for money play. In a match, the score can tip the choice between two close plays, for example toward bolder plays when a gammon would win the match, but the main plays remain good choices at almost every score.

Your next opening roll is waiting.

The fastest way to learn the openings is to play them. Start against the bot, with no sign-up, then test them in ranked matches when you're ready.