The pip count is the total number of points your checkers still have to travel to get home and off. Knowing the backgammon pip count tells you who is ahead in the race, and it is the key to good doubling decisions.
How to count
For each point, multiply the number of checkers by the point number, then add it all up. A checker on the bar counts 25. At the start, each player has 167 pips: 2 × 24 + 5 × 13 + 3 × 8 + 5 × 6.
Count the same way for your opponent, using their point numbers. On ZAR the pip count is shown next to each player (you can hide it in Settings).
| Point | Checkers | Pips |
|---|---|---|
| 24 | 2 | 48 |
| 13 | 5 | 65 |
| 8 | 3 | 24 |
| 6 | 5 | 30 |
| Total | 15 | 167 |
Counting faster
Count in round groups: three checkers on the 10-point are 30, a point with five checkers on the 6-point is 30. And when both sides have checkers in the same places, skip them and count only the differences.
Each roll moves a little over 8 pips on average (8.17), so a lead of 8 pips is worth about one roll.
Using it: the 8-9-12 rule
In a pure race (no contact left), the well-known 8-9-12 rule by Walter Trice gives a quick answer. Work out the leader’s lead as a share of the leader’s own count. With a lead of 8% or more, double; 9% or more, redouble; with a lead above 12% the opponent should pass.
Example: you need 100 pips and your opponent 110. Your lead is 10, which is 10% of 100: a good double, and still a take for your opponent.
Beyond the race
The count also tells you the plan in a fight. Behind in the race, keep your anchors and wait for a shot; ahead, break contact and run. Check the count every few turns: it changes fast after a hit.