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 6-3 opening: the best move

Rolled 6-3 on the opening roll? This is the best move according to the strongest analysis programs in the world:

24/18 13/10

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

Run a back checker to the 18 point, the point your opponent most wants to make, and bring a builder down to the 10 point to make points in your home (24/18 13/10).

All the good moves, best first

MoveChance to winGammon winsBehind the best
24/18 13/1050.5%13.4%—
24/1550.2%12%−0.032
13/448.4%13.8%−0.073
24/21 13/748.5%13.1%−0.075

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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