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.

📱 Want a bigger board? Turn your phone sideways — the checkers get 50% bigger.
Welcome
Home

Moves

Backgammon 6-4 opening: the best move

Rolled 6-4 on the opening roll? This is the best move according to the strongest analysis programs in the world:

24/18 13/9

123456789101112131415161718192021222324
White moves from 24 to 1. The arrows show the best move.

Three plays are almost equal, and even the analysis programs disagree on which is first: run a back checker to the 18 point and bring a builder down (24/18 13/9), make the 2 point (8/2 6/2), or run one checker to the 14 point (24/14). Pick by style: 24/18 13/9 is flexible, 8/2 6/2 is safer.

All the good moves, best first

MoveChance to winGammon winsBehind the best
24/18 13/950.4%13.9%—
8/2 6/249.8%16.1%—
24/1450.5%12.4%−0.006
24/20 13/748.3%13%−0.076

GNU Backgammon ranks 8/2 6/2 first, and the difference is tiny.

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

To the home page