White
167 pips
0–0
Black
167 pips

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Gammon and backgammon

A gammon is the win every backgammon player hopes for, and the loss everyone dreads. In Hebrew it's called "mars", and a backgammon is a "Turkish mars".

What it is

Whenpoints
GammonThe game ended and the loser hasn't borne off any checkers2
BackgammonThe loser hasn't borne off any checkers, and still has a checker on the bar or in the winner's home3

When playing with a doubling cube, multiply by the cube's value: a gammon with the cube on 4 is worth 8 points. Some tables don't count backgammons, and then a gammon is the highest.

How often it happens

In games between our strong computer players, without a doubling cube, about a quarter of games end in a gammon, and a backgammon happens about once every 60 games. Between beginners it happens much more often.

How to avoid a gammon

  • Don't leave checkers back for too long. The two checkers on 24 are the big danger. When your opponent starts building a wall in front of them, it's worth escaping early.
  • When the game is lost, run. Once it's clear you won't win, the goal changes: bring all your checkers home and bear off at least one. One checker off saves you from a gammon.
  • A checker stuck in your opponent's home while they're bearing off is exactly the backgammon situation. Sometimes it's worth taking a risk and escaping with it early, even at the cost of getting hit.

How to go for a gammon

  • Hit several checkers and close your home: an opponent with checkers on the bar against a closed home can't move.
  • Build a wall, several closed points in a row, in front of their back checkers.
  • When the chance of a gammon is high, it's sometimes better not to double: an opponent who passes loses only the game's value, and you give up the chance of winning double that.

Here, gammons and backgammons are counted automatically in the score, and get their own celebration.

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