Fifteen possible first rolls, and what strong players do with them.
The opening roll is the most studied position in backgammon. Because doubles cannot open — each player rolls one die and ties are re-rolled — there are exactly fifteen first rolls, and every one of them has been analysed to death by generations of players and, since the 1990s, by computers stronger than any of them.
Almost every opening play is chasing one of three goals, and the arguments are about which one a particular roll serves best.
Four opening rolls make a valuable point immediately, and there is no serious debate about any of them.
| Roll | Play | Why |
|---|---|---|
| 3-1 | 8/5 6/5 | Makes the 5-point — the golden point, and the strongest single point on the board. Widely considered the best opening roll. |
| 4-2 | 8/4 6/4 | Makes the 4-point, the next most valuable, and starts a home-board block. |
| 6-1 | 13/7 8/7 | Makes the bar point, which together with the 8-point begins a serious prime. |
| 5-3 | 8/3 6/3 | Makes the 3-point. Less valuable than the 4- or 5-point, but still a point made with no blot left behind. |
If you remember nothing else from this page: with 3-1, 4-2, 6-1 or 5-3, make the point.
| Roll | Play | Why |
|---|---|---|
| 6-5 | 24/18 18/13 | Known as Lover's Leap. It runs one back checker the whole way to the safety of the midpoint, leaving nothing behind. |
The remaining ten rolls make no point and cannot run a checker to safety, so they choose between splitting the back checkers and bringing builders down from the midpoint. Both plans are respectable, modern rollouts often separate them by hundredths of a point, and fashions have shifted over the decades. The plays below are the common choices rather than proven answers.
| Roll | Commonly played | The alternative |
|---|---|---|
| 6-4 | 24/18 13/9 | 8/2 6/2 makes the 2-point — safe, but a deep and less useful point. |
| 6-3 | 24/18 13/10 | Running to the 18-point while bringing a builder down. |
| 6-2 | 24/18 13/11 | 13/5 runs a single checker to the 5-point instead, playing for the golden point. |
| 5-4 | 24/20 13/8 | Splitting to the 20-point aims at the best anchor in the game. |
| 5-2 | 13/8 13/11 | 24/22 13/8 splits instead of stacking builders. |
| 5-1 | 24/23 13/8 | 13/8 13/12 avoids leaving the extra blot. |
| 4-3 | 24/20 13/10 | 13/10 13/9 brings two builders down instead of splitting. |
| 4-1 | 24/23 13/9 | 13/9 6/5 slots the golden point — sharper and riskier. |
| 3-2 | 24/21 13/11 | 13/11 13/10 keeps the back checkers together. |
| 2-1 | 24/23 13/11 | 13/11 6/5 slots the 5-point, the classic aggressive choice. |
An opening error costs a fraction of a point — small next to a missed hit or a bad cube decision later. What makes them worth learning is frequency. You will face these fifteen positions in every game you ever play, and knowing them removes the one part of backgammon you can simply memorise, freeing your attention for the parts you cannot.
The replies matter more than the openings. Play a game and see what happens after move one.
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