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 4-3 opening: the best move

Rolled 4-3 on the opening roll? This is the best move according to the strongest analysis programs in the world:

13/10 13/9

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

Two checkers down from the midpoint, to the 10 and 9 points (13/10 13/9): they help you make points in your home next turn. Two alternatives are almost equal: 24/21 13/9 and 24/20 13/10.

All the good moves, best first

MoveChance to winGammon winsBehind the best
13/10 13/949.8%15.7%—
24/21 13/949.9%14.5%−0.001
24/20 13/1049.9%14%−0.007
24/21 24/2049.8%12.6%−0.022

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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