White
167 pips
0–0
Black
167 pips

Arrows: move between points. Enter: move a checker by the active die, or move the selected checker to this point. Space: select a checker and see where it can go. R to roll, E to end turn, U to undo, D to double, S to switch dice.

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Backgammon odds: the chance to hit and to enter from the bar

Two dice have 36 possible rolls, all equally likely. 6-5 and 5-6 are two different rolls, but double six is one. Every chance in backgammon comes from that.

The chance to hit a lone checker

The distance is the number of points between your checker and the opponent’s, with no closed points in the way.

DistanceRolls that hitChance
111 / 3630.6%
212 / 3633.3%
314 / 3638.9%
415 / 3641.7%
515 / 3641.7%
617 / 3647.2%
76 / 3616.7%
86 / 3616.7%
95 / 3613.9%
103 / 368.3%
112 / 365.6%
123 / 368.3%
151 / 362.8%
161 / 362.8%
181 / 362.8%
201 / 362.8%
241 / 362.8%
  • The closer, the easier is not quite right: a checker 6 away is the easiest target (47%), because every roll with a 6 hits, and so do 5-1, 4-2, 3-3 and 2-2.
  • Beyond 6 the chance drops sharply: from 7 away only 6 rolls hit (17%). That is why 7 or more counts as an indirect shot.
  • Two blots at different distances add to the danger, but you can’t simply add the chances: one roll can hit either.

The chance to enter from the bar

Closed points in the opponent’s homeYou enterYou stay out
0100.0%0.0%
197.2%2.8%
288.9%11.1%
375.0%25.0%
455.6%44.4%
530.6%69.4%
60.0%100.0%

The chance of not entering with one checker is the number of closed points times itself, out of 36. Against four closed points: 16 out of 36. With two checkers on the bar you need to bring both in, which is much harder.

More numbers worth remembering

WhatChance
Any double6 / 36 = 16.7%
A given number on at least one die11 / 36 = 30.6%
A given non-double roll, such as 6-52 / 36 = 5.6%
A specific double, e.g. double sixes1 / 36 = 2.8%
Average pips per roll8.17

The dice here are completely random, and every roll can be checked at the end of the game: Locked dice.

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