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 6-5 opening: the best move

Rolled 6-5 on the opening roll? This is the best move according to the strongest analysis programs in the world:

24/13

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

Clearly best: one back checker runs all the way to the midpoint (24/13) and lands safely. Nothing is left exposed, and the checker that escaped is out of danger.

All the good moves, best first

MoveChance to winGammon winsBehind the best
24/1353.2%12.3%—
24/18 13/851%13.4%−0.085
13/8 13/748.3%13.7%−0.173

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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