Backgammon opening moves
Each player rolls one die to start the game, and the higher number moves first using both dice. A tie means both players roll again, so the opening roll is never a double. That leaves 15 possible opening rolls, from 2-1 up to 6-5. Each of them has been studied for decades, first by strong players and later by computer rollouts, and today there is a standard play for every one. Learning them is the easiest way to avoid losing ground on move one.
Moves are written in the usual notation: 13/7 means one checker moves from your 13-point to your 7-point. If you are not sure how the points are numbered, see how to play backgammon.
The standard opening moves
| Roll | Main play | Also played |
|---|---|---|
| 3-1 | 8/5 6/5 | none |
| 4-2 | 8/4 6/4 | none |
| 6-1 | 13/7 8/7 | none |
| 5-3 | 8/3 6/3 | none |
| 6-5 | 24/13 | none |
| 6-4 | 24/18 13/9 | 8/2 6/2 or 24/14 |
| 6-3 | 24/18 13/10 | 24/15 |
| 6-2 | 24/18 13/11 | 13/5 |
| 5-4 | 24/20 13/8 | 13/8 13/9 |
| 5-2 | 13/8 13/11 | none |
| 5-1 | 13/8 24/23 | none |
| 4-3 | 24/20 13/10 | 13/9 13/10 |
| 4-1 | 24/23 13/9 | none |
| 3-2 | 24/21 13/11 | 13/10 13/11 |
| 2-1 | 13/11 24/23 | 13/11 6/5 |
Where two plays are listed, the difference between them is small, and strong players choose either one depending on style or the match score.
Why these moves work
Make a point when you can
Four rolls make a valuable point right away: 3-1 makes the 5-point, 4-2 the 4-point, 6-1 the 7-point (the bar point) and 5-3 the 3-point. The 5-point is the best of all, because it blocks the opponent's back checkers and becomes part of a future prime. The bar point blocks sixes from the opponent's back checkers. The 3-point is deeper than ideal, but making any home board point on move one is still good.
Run with 6-5
6-5 is the one roll that carries a back checker all the way to safety: 24/18/13 lands it on your midpoint. You gain ground in the race and take no risk.
Bring down builders
Rolls such as 5-2 and the second choices for 4-3 and 3-2 move two checkers off the midpoint into your outer board. These blots can be hit, but they give you more ways to make the 5-point, 4-point or bar point next turn. Blots in your outer board are usually far enough from the opponent's back checkers that they need combination shots, which come up less often than direct ones. The backgammon math page shows exactly how often.
Split the back checkers
Plays like 24/23 or 24/20 move one back checker forward. Split back checkers are easier to free later and can work toward an advanced anchor on the opponent's 5-point or 4-point. The risk is that the opponent may attack them, but early in the game you have little to lose if a back checker is hit, because it has not traveled far.
Replies with doubles
Doubles cannot be an opening roll, but the second player may roll one on the reply. The best play then depends on what the opponent did with the first move. A few standard choices are worth knowing: 6-6 is played 24/18(2) 13/7(2), making both bar points; 5-5 is played 13/3(2); 3-3 is often 8/5(2) 6/3(2); 2-2 is often 13/11(2) 6/4(2); and 1-1 is played 8/7(2) 6/5(2). With 4-4, a popular play is 24/20(2) 13/9(2).
How to learn them
Set up the board and play each opening roll by hand until you no longer need to think about it. Then do the same from the other color and the other direction, since you will meet the board from both sides. After that, the more interesting work begins: what to do on the second and third moves, covered in backgammon strategy.
