The first roll sets the tone of the game, and the best backgammon opening moves are well known from millions of computer games. Here is the best play for every first roll, with the simple idea behind each one.
Before you start
On ZAR the player who wins the opening throw rolls both dice again, so your first roll can be a double. In tournament rules the two opening dice are played as they are, so doubles never open the game; the table below covers both.
Where two plays are about equally good, the second one is given in brackets.
The 15 non-double rolls
Three ideas cover almost all of them: make a point if you can, otherwise bring builders down from the 13-point, or split the back checkers to get them moving.
| Roll | Best play | Why |
|---|---|---|
| 3-1 | 8/5 6/5 | Makes the 5-point, the best point in the game |
| 4-2 | 8/4 6/4 | Makes the 4-point |
| 6-1 | 13/7 8/7 | Makes the bar point and starts a wall |
| 5-3 | 8/3 6/3 | Makes the 3-point |
| 6-5 | 24/13 | Runs one back checker all the way to safety |
| 6-4 | 24/18 13/9 (24/14) | Splits and adds a builder |
| 6-3 | 24/18 13/10 | Splits and adds a builder |
| 6-2 | 24/18 13/11 | Splits and adds a builder |
| 5-4 | 24/20 13/8 (13/8 13/9) | Splits to a good point and brings one down |
| 5-2 | 13/8 13/11 | Two builders, little risk |
| 5-1 | 13/8 24/23 | One safe builder, a small split |
| 4-3 | 13/9 13/10 (24/20 13/10) | Two builders aimed at the 5- and 4-points |
| 4-1 | 24/23 13/9 | A builder and a small split |
| 3-2 | 24/21 13/11 (13/10 13/11) | Splits and adds a builder |
| 2-1 | 13/11 24/23 (13/11 6/5) | A builder and a small split |
Doubles on the first roll
With four moves to play, doubles usually make two points at once.
| Roll | Best play | Why |
|---|---|---|
| 6-6 | 24/18(2) 13/7(2) | Both bar points |
| 5-5 | 13/3(2) | The 3-point, the only good point a 5 makes |
| 4-4 | 24/20(2) 13/9(2) | A strong anchor and two builders |
| 3-3 | 8/5(2) 6/3(2) | The 5- and 3-points |
| 2-2 | 13/11(2) 6/4(2) | The 4-point and two builders |
| 1-1 | 8/7(2) 6/5(2) | The bar and 5-points |
Learn them in one evening
Start with the five rolls that make a point (3-1, 4-2, 6-1, 5-3 and 6-5, which runs). The splitting plays matter less: the difference between the two choices given is small. Play a few games against the computer and press H on the first roll to check yourself.