Backgammon Strategy and Tips

Here is how to think about winning at Backgammon, split into short lessons. Each one reads on its own, and each one comes with a real position: press Try it on the board and you play the move yourself.

Make a point

Lesson 1

A point in backgammon is any square holding two or more of your checkers. Your opponent cannot land there and nothing of yours can be hit. A lone checker is a blot: hit it, and it goes to the bar and re-enters from the far end of the board.

You have rolled three and one. Spend them on two different checkers — eight to five, and six to five — and the five point now holds two of yours. Nothing is left loose, so whatever your opponent rolls next, no checker of yours can be hit: zero of the thirty-six rolls.

Play the same three and one loosely, thirteen to ten and six to five, and you leave single checkers on five and on ten. Twenty-six of your opponent's thirty-six rolls hit one of them. Spend both dice on the same square and make a point: it is the single most useful habit in the opening.

Don't leave a blot

Lesson 2

A checker sitting alone on a point is a blot. If an enemy checker lands on it, it is hit and sent to the bar, and it has to re-enter from the far end of the board — most of the distance you gained is simply gone. So the first thing to weigh up is how many rolls would hit you.

There is a blot on your ten point here, and you have rolled four and two. Running two checkers down, thirteen to eleven and thirteen to nine, leaves three blots in a row on nine, ten and eleven. Thirteen of your opponent's thirty-six rolls hit one of them.

Play ten to six and eight to six instead and nothing is left loose at all: zero rolls hit. Advancing looks like progress, but a checker that is hit loses all the ground it made. Count the shots before you choose.

Build a prime

Lesson 3

A run of your points side by side is called a prime. Your opponent cannot land on any of them, so the longer the run, the fewer numbers can carry a checker past it. Six in a row cannot be jumped by any single die, and anything stuck behind stops dead.

Here you hold four, five and six in a row, with a single checker on seven, and you have rolled six and one. Play eleven to five and eight to seven and the run stretches from four to eight. Your opponent's two back checkers sit on your one point, so threes, fours, fives and sixes take them nowhere — only a one or a two moves them at all. Nothing of yours is left loose either: zero rolls hit.

With the same dice, thirteen to seven and six to five fills the seven but empties the six, and the run breaks. It also leaves two blots, hit by fifteen of the thirty-six rolls. When you fill a gap, look at what you are opening up.

Hold an anchor

Lesson 4

Checkers left in your opponent's home board are easy targets while they stand alone. Put two of them on the same square and it becomes your point: nothing can land there. That safe foothold deep in enemy territory is called an anchor, and making one is usually better than dashing for home.

You have single checkers on the twenty-two and twenty-four points here, and you have rolled four and two. Running — twenty-two to eighteen, then twenty-four to twenty-two — leaves blots on four, eighteen and twenty-two, and thirty-five of your opponent's thirty-six rolls hit one of them. You will almost certainly be sent back.

Play twenty-four to twenty-two first and the two checkers sit together: an anchor. Then spend the four on eight to four, which also covers the lone checker near home, and no roll at all can hit you. Run later, once you have a foothold and can see what your opponent is doing.

The order you bear off

Lesson 5

Once all fifteen of your checkers are home — on points one to six — you start bearing off. While an enemy checker is still sitting in your home board, the order matters: if a point is left holding a single checker, it can be hit, and that checker starts again from the far end of the board.

Here the three, four, five and six points all hold two or more, and your opponent has two checkers on your one point. You have rolled six and one. The six has only one use: bear a checker off the six point. The question is what to do with the one.

Play six to five and the six point is down to a single checker — hit by thirteen of your opponent's thirty-six rolls. Play five to four instead (or four to three) and every point still holds at least two: no roll hits you at all. Before you bear one off, check which point is about to be left alone.

Try it on the board

Pick a lesson and the board starts from that position. Start over as often as you like.

Now put it to work

Last updated 2026-09-14 · Run by Qdan, Inc.