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.

📱 Want a bigger board? Turn your phone sideways — the checkers get 50% bigger.
Welcome
Home

Moves

Backgammon 3-2 opening: the best move

Rolled 3-2 on the opening roll? This is the best move according to the strongest analysis programs in the world:

24/21 13/11

123456789101112131415161718192021222324
White moves from 24 to 1. The arrows show the best move.

Two plays are almost equal: split a back checker to the 21 point and bring one down to the 11 point (24/21 13/11), or bring two checkers down from the midpoint (13/11 13/10). The difference is too small to feel in a game.

All the good moves, best first

MoveChance to winGammon winsBehind the best
24/21 13/1150.1%14.1%—
13/11 13/1049.8%15.5%−0.008
24/22 13/1049.8%13.9%−0.015
13/11 8/549.1%14.8%−0.045

GNU Backgammon ranks 13/11 13/10 first, and the difference is tiny.

The numbers: eXtreme Gammon (XG) rollouts, money play with the doubling cube. "Behind the best" is how much a move loses compared with the best one, in fractions of a point; less than 0.02 is barely noticeable.

Practice

The best way to learn openings is in a real game: against the computer you get a hint every turn, and an analysis of every move at the end.

All the openings in one table

The other opening rolls

To the home page