Opening Moves

Point numbers count from your own side: 24 is your farthest checker, 1 is the point nearest your tray. New to the notation? Seethe rules.

Backgammon has only 15 non-double opening rolls, and decades of computer rollouts have settled almost all of them. Learn these and you start every game at least even against most opponents.

The 15 opening rolls

RollPlayWhy
3-18/5, 6/5Makes the 5-point, the best point on the board. No other play is close.
4-28/4, 6/4Makes the 4-point. Same idea, one point further back.
6-113/7, 8/7Makes the bar point and starts a wall in front of your opponent.
5-38/3, 6/3Makes the 3-point. Solid, if less valuable than the 4 or 5.
6-524/18, 18/13Lover’s leap: one back checker runs all the way to safety.
6-424/18, 13/9Escapes a back checker and builds. Making the 2-point instead is playable but passive.
6-324/18, 13/10Same plan as 6-4: run one checker out, put the small die to work.
6-224/18, 13/11 or 13/5Split and build, or run one checker halfway. Both are respectable.
5-424/20, 13/8The 20-point anchor is worth more than any builder this early.
5-213/8, 13/11Two builders down. Splitting with 24/22 instead is a matter of style.
5-113/8, 24/23Split the back checkers so they are not trapped behind a wall later.
4-313/9, 13/10Two builders aimed at the 5-point and 4-point.
4-113/9, 24/23Builder plus a split. Slotting with 6/5 is sharper and riskier.
3-213/11, 13/10Builders again. 24/21 with the 3 is the safer alternative.
2-113/11, 24/23Split and build. Slotting the 5-point with 6/5 wins more games and loses more gammons.

Three ideas behind the table

  • Points beat builders. If a roll makes the 5, 4, 3 or bar point, make it. Nothing else you can do with two dice is worth as much.
  • Anchors beat everything at the back. A back checker alone is a liability; the 20-point anchor turns it into an asset.
  • Split or slot, but know which. Splitting the back checkers is safe and flexible. Slotting a point invites a hit to win more games, and loses more gammons when it goes wrong.

Opening doubles

In classic backgammon the opening roll uses one die from each player, so it can never be a double. Gammon Rivals instead picks the first player at random and gives them a normal roll, so doubles do happen on move one:

RollPlayWhy
6-624/18(2), 13/7(2)The best opening double: two escaped checkers and the bar point.
5-513/3(2)Makes the 3-point with both checkers off the midpoint.
4-424/20(2), 13/9(2)Anchor on the 20-point plus two builders.
3-38/5(2), 6/3(2)The 5-point and the 3-point in one turn.
2-213/11(2), 6/4(2)The 4-point plus two builders.
1-18/7(2), 6/5(2)Bar point and 5-point together — a dream first roll.

What comes next

The second roll is where real backgammon starts, and no table covers it — your opponent has already answered. Learn to count the race (pip counting) and to use the cube (cube strategy), and you will beat opponents who only memorised openings.