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 6-2 opening: the best move

Rolled 6-2 on the opening roll? This is the best move according to the strongest analysis programs in the world:

24/18 13/11

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

Like 6-3: a back checker to the 18 point and a builder to the 11 point (24/18 13/11). A close alternative is one checker from the midpoint to the 5 point (13/5), leaving a blot on your most important point.

All the good moves, best first

MoveChance to winGammon winsBehind the best
24/18 13/1150.4%13.8%—
13/549.4%14.5%−0.019
24/1650.1%12.3%−0.023
13/11 13/748.2%13.6%−0.079

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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