Contents
Backgame
The best back games are usually considered the 1-3, 2-3, and 2-4.
You should only go all-out for a back game once you have two back points made and are at least 70 pips or so behind in the race.
Doubling
Magriel provides a guideline for offering or accepting the cube in a racing situation:
In a long race (about 100 pips) a player should be a minimum of 10 pips in the lead to offer a double, or a maximum of 13 pips behind to accept a double.
Free Drops
Post Crawford — Trailer doubles at the first opportunity. The leader has a free drop at even-away scores (for example, 4a-1a or 2a-1a).
Free Drop Rules
Leader takes when favorite:
- Won the opening roll
- Lost opening roll BUT:
- Hits in the outfield
- Points on head
- Rolls a strong double
The leader drops when the underdog.
At odd-away scores (for example 3a-1a) just take the double as leader.
PRAT
PRAT stands for Position, Race, Threats (+ Gammonish). These factors determine whether to offer, accept, or refuse a double.
1. Position
Which inner board points you have that the opponent does not:
- 5th point = 0.75
- 4th point = 0.5
- 3rd point = 0.25
2. Race
Formula: pips ahead / 16
- 16 pips = 1 point
- 12 pips = 0.75
- 8 pips = 0.5
- 4 pips = 0.25
- 1 pip = 0.0625
3. Threats
Formula: decisive rolls / 9
- ≥ 9 rolls = 1 point
- 8 rolls = 0.88
- 4 rolls = 0.44
4. Gammonish
- 30% gammons = 0.5 points
- 20% gammons = 0.33
- 10% gammons = 0.17
PRAT Decision
- ≥ 2 → Double
- ≥ 3 → Pass
When PRAT doesn't work
- Holding games
- Solved races (use Isight or Keith count)
- Prime vs prime
- Points behind an anchor
If there are any market losers you should double.
Olsen Scale
For the doubler — do you have a clear edge in 2/3 plans?
- Race: clear racing lead (12+ pips)
- Prime: good priming structure?
- Blitz: threatening a blitz?
Threats are mandatory when considering doubling. Priming is special — with a very clear priming edge you can send the cube even without other advantages.
For the taker — do you have at least one good source of counterplay?
- Race
- Prime
- Blitz
- Contact (e.g. holding game — defensive plan, only a factor for the taker)
Seven Red Flags to Drop Cubes
- Lack of development
- Hoping to get lucky
- Too many gammons (at some scores)
- Crunched board
- Too much work to do (many back checkers, many blots, etc.)
- Too many threats (completing a strong prime, etc.)
- Poor timing
Openings
Beginner (Michy)
- Most important point is the 5-point
- Make an outfield point
- Fight for a good point
- Break the mountain
- Keep at least 3 checkers on the midpoint
- Double hit is Tiger Play!
- Attacking with 8 checkers is weak (e.g. split when opponent has only 8 checkers)
- Attacking with 10 checkers is strong
- Split against the stripped 8-point
- Split against a prime
- Never split facing a blitzing structure (including 53)
- Hit and split
Intermediate (Michy)
- Making a point is better than hitting loose
- Avoid your opponent's stacked points
- Counter an advanced anchor with an advanced anchor
- Every time you roll an ace, think about slotting
- Make sure you can play a six (pay attention to back checkers)
- The best builder is on your nine point
Advanced (Michy)
- A builder cannot work with only one dice
- Do you feel good about your priming battle?
- Who has the better prime? Who can extend more easily? Who trails in the race?
- Strategy for priming favorite: keep building your prime. Forget about your back checkers.
- Strategy for opponent: split as soon as possible.
Double Tiger Play
Hitting loosely on e.g. 5 and 4:
- You hit two checkers
- 2 blots in your home board ≈ 20 return shots
- Good potential to make inner-board points quickly if you are missed
Bearing Off
- Check the 66 roll
- Spare checkers on separate points
- Try to get a spare on the 5th point
Anchor
- Keep anchor when behind in the race
- Break anchor when ahead in the race
- Break when the opponent is weaker
- When behind, keep anchor until no more building possibilities exist
Pip Counting
The Quadrant Crossover Technique
Kangaroo Count
First count half-crossovers, then make small adjustments. You can forget about the adjustments if the first part already gives you a big advantage/disadvantage.
Criss-Cross Count
Isight Method
Rules for the Isight Method pip count:
- +2 for more than 2 checkers on the 1 point (3 checkers = +2, 4 = +4)
- +1 for more than 2 checkers on the 2 point (3 = +1, 4 = +2)
- +1 for more than 3 checkers on the 3 point (4 = +1, 5 = +2)
- +1 for empty 4, 5, or 6 points — only if the opponent has at least 1 checker on that corresponding point
- +1 for each crossover
- +1 for each additional checker on the board (if bear-off didn't begin, this is 0)
How to use it
- Calculate the isight count (6 rules above)
- Add isight count to real pip count = adjusted pip count
- Divide adjusted pip count by 6
- Add result of step 3 to your adjusted pip count
- Calculate opponent's adjusted pip count (without step 3–4)
- Compare
Doubling rules
- Over 6 pip difference — no double
- 6 or lower — double
- 5 or lower — redouble
Taking rules
- 2 pip difference or higher — take
- Less than 2 — pass
Keith Count
For pure race games — an alternative to Isight.
- Calculate the Keith count for both players:
- +2 for more than 1 checker on the 1st point
- +1 for more than 1 checker on the 2nd point
- +1 for more than 3 checkers on the 3rd point
- +1 for empty 4, 5, or 6 point
- The player on roll increases their count by 1/7 (rounding down)
- Compare both counts
Doubling rules (doubler's count is higher)
- Over 4 pip difference — no double
- 4 or lower — double
- 3 or lower — redouble
Taking rules
- 2 pip difference or higher — take
- Less than 2 — pass
One-Step / Two-Step Pip Tricks
Take/Pass decision (one step)
- Remove the last digit from the doubler's pip count
- Add 2 to that number
- That is the number of pips you can be behind to take
Example: Doubler has 93 pips, trailer has 104.
- Remove the 3 from 93 → 9
- Add 2 → 11
- You can be 11 pips behind to take. You are exactly 11 behind → Take
Doubling decision (two steps)
- Calculate the take/pass number as above
- Subtract 4 pips
- That is how many pips ahead you need to double
Example: Doubler has 94 pips, trailer has 101.
- Take/pass trick: 9 + 2 = 11
- Subtract 4 → 7
- You must be at least 7 pips ahead. You are exactly 7 → Double
Holding Games
Standard holding game
- You are ahead by at least 14 pips
- Full freedom, opponent has an advanced anchor
- → double/take
Key thresholds:
- Borderline take/pass is 21 pips if there is no gap in front of the advanced anchor
- If you have the 7th point, it is only 12 pips ahead to double
- If there is a gap in front of the anchor, it is a take even if more than 21 pips away
- The more volatility, the more you want to double
- You need to double before pay-now
- Rear point 5 pips away → take
- Rear point 4 pips away → drop
Holding game with a goalkeeper
- Much more contact value for the trailing player
- In early stages, the goalkeeper is very strong
- In early stages there are no points
- There are more gammon chances
- Is the goalkeeper an asset or a liability? If liability → pass
O'Hagan's Law
If you have 25% net market losers and you are in a 50/50 if you don't roll a market loser, then you should double.
Five-Point Matches
When to double — Race positions
| 2 | 3 | 4 | 5 | |
|---|---|---|---|---|
| 2 | (special) | A bit earlier | A bit later | A bit earlier |
| 3 | Much earlier | Much earlier | Similar to $ | Similar to $ |
| 4 | A bit later | Similar to $ | A bit earlier | A bit earlier |
| 5 | A bit later | Similar to $ | Similar to $ | A bit later |
When to double — Blitz positions
| 2 | 3 | 4 | 5 | |
|---|---|---|---|---|
| 2 | (special) | Never | Never | Never |
| 3 | Much earlier | Similar to $ | Very late | Very late |
| 4 | VERY EARLY | Much earlier | Much earlier | Much earlier |
| 5 | VERY early | Much earlier | Much earlier | Earlier |
4a5a leading, 4a4a: double early. 4a or 5a trailing: double very early.
Jumping a Prime
(Notes to be added)
Random Advice
- Be reluctant to blitz if your opponent has a better board
- Outside points and low inner points do not work well together
- When your opponent has an anchor, concentrate on building blocking points in front of the anchor, not attacking behind it
- When you have the 18th point the 13th is not so important
- Gain time by hitting on the 1st point if the opponent splits their back checkers with 24/18
- Being creative is normally wrong
Take Points in a 7-Point Match
One row = that number is doubling. Top right corner = leader doubles. Bottom left = trailer doubles.
Take point / gammon price given. Gammon price = how much does a gammon hurt? If the gammon price is high and the position has gammons, adjust take points.
| 2 | 3 | 4 | 5 | 6 | 7 | |
|---|---|---|---|---|---|---|
| 2 | 32/0.0 | 25/0.0 | 19/0.0 | 23/0.0 | 23/0.0 | 23/0.0 |
| 3 | 26/0.5 | 25/0.5 | 25/0.5 | 22/0.5 | 22/0.4 | 20/0.4 |
| 4 | 20/1.0 | 21/0.9 | 22/1.0 | 24/0.8 | 24/0.7 | 25/0.6 |
| 5 | 17/0.7 | 19/0.7 | 18/0.8 | 20/0.7 | 20/0.6 | 20/0.6 |
| 6 | 23/0.5 | 22/0.5 | 22/0.6 | 23/0.6 | 23/0.5 | 23/0.5 |
| 7 | 22/0.5 | 23/0.6 | 22/0.6 | 22/0.6 | 22/0.5 | 22/0.5 |
Red: abnormally high take point (double earlier / drop earlier). Green: abnormally low take point (wait with doubling / take more).
Good Resources
- Backgammon Is Beautiful
- Dirk Schiemann
- Michihito Kageyama
- Alex Eshaghian Backgammon
- Ace Point Backgammon
- Backgammon Galaxy
- Backgammon News
- Backgammon Skill Set
- Cafe Cafe
- Nick Blasier
- The UK Backgammon Federation
- US Backgammon Federation
- Women's World of Backgammon
- Z Explains BG
- Holding Game Guru — Jakob Stickrace
- Marc Olsen — Cube like a Boss
- Michy: 5-point match cube action
Glossary
- Anchor
- Backgame
- Beaver
- Builder
- Chouette
- Crawford
- Double
- Double match point
- ENT theory
- Equity
- F13
- Free drop
- Jacoby
- Money game
- PIPs
- Point
- PRAT
- Take
- Tournament
- Unstack
- Zone