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 4-1 opening: the best move

Rolled 4-1 on the opening roll? This is the best move according to the strongest analysis programs in the world:

24/23 13/9

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

One checker from the midpoint to the 9 point and one back checker a step (24/23 13/9). A close alternative: 13/9 6/5, slotting the 5 point to make it next turn.

All the good moves, best first

MoveChance to winGammon winsBehind the best
24/23 13/949.8%14.4%—
13/9 6/549.9%14.2%−0.007
24/23 24/2049.1%12.7%−0.032
13/848.9%13.8%−0.040

GNU Backgammon ranks this move first too.

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

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