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 5-4 opening: the best move

Rolled 5-4 on the opening roll? This is the best move according to the strongest analysis programs in the world:

24/20 13/8

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

Split a back checker to the 20 point and bring one down to the 8 point (24/20 13/8). The 20 point is your opponent's 5 point, the most important point for them, and you get ready to take it. A close alternative: two checkers down from the midpoint (13/9 13/8).

All the good moves, best first

MoveChance to winGammon winsBehind the best
24/20 13/850.5%14.1%—
13/9 13/849.9%15.4%−0.014
24/1550.2%12%−0.042
13/448.4%13.8%−0.082

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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