Backgammon Strategy for Beginners: Openings, Anchors, and Game Plans
Once you know the rules, backgammon becomes a game of plans. Should you race, block, or trap? Where do you want your checkers, and which risks are worth taking? This guide walks through the strategy that separates beginners from intermediate players: the strongest opening moves, the value of making the 5-point, holding an anchor for safety, and recognising whether you are in a running game, a holding game, or a priming game. Learn these ideas and you will start to see why each move matters. Try the decisions yourself in the interactive lesson above.
The Opening: Make Your Points
The single most valuable point you can make early is your 5-point — often called the "golden point." It anchors your home board, blocks your opponent's back checkers, and gives your blots a safe place to land. Many of the best opening rolls are judged by whether they can make it.
A roll of 3-1 is the textbook example: move a checker from your 8-point to your 5-point and another from your 6-point to your 5-point, and you have made the golden point on the very first turn. Other strong openers make the bar-point (7-point) or split your back checkers to prepare an anchor.
Anchors: Safety in Enemy Territory
An anchor is a made point deep in your opponent's home board, held by your two back checkers. It is a safe harbour: your opponent cannot make that point or trap you there, and as long as you hold it you can never be closed out. An advanced anchor (on the opponent's 4- or 5-point) also gives you constant hitting chances as they try to bring checkers home.
When you are behind in the race, holding an anchor is often your best source of hope — it keeps you in contact, waiting for the shot that turns the game around.
Three Game Plans
Most positions fall into one of a few recognisable shapes, and knowing which one you are in tells you how to play:
- Running game: you are ahead in the race, so disengage and run home. Avoid contact and just count pips.
- Holding game: you hold an anchor and wait for a shot, staying safe until the opponent must expose a blot.
- Priming game: you trap an enemy checker behind a wall of made points and bring your prime home before releasing it.
Safe Play vs Bold Play
Almost every turn offers a choice between the safe move and the bold one. The safe play keeps your checkers protected; the bold play leaves a blot in exchange for a better structure — making a key point, building a prime, or threatening a hit. The right choice depends on the score, the race, and how much your home board punishes a return hit. As a rule of thumb: play bold when you are ahead in the home-board battle and can afford to be hit, and play safe when a return hit would hurt you more than your opponent.
Counting the Race
The pip count is the total number of pips each player needs to bring every checker home and bear them all off. Comparing the two counts tells you who is ahead in the race, and by how much — which in turn tells you whether to race or to fight. You do not need to be perfect at it to benefit; even a rough count will stop you from racing when you are behind or fighting when you should simply run.
Frequently asked questions
What is the best opening move in backgammon?
Rolls that make the 5-point (the "golden point") are among the strongest. A 3-1 makes it directly, giving you a powerful, safe point on the first turn.
What is an anchor in backgammon?
An anchor is a made point in your opponent's home board held by your back checkers. It keeps you safe from being closed out and gives you hitting chances later.
Should I play safe or aggressive?
Play bold when you are ahead in the home-board battle and can survive a return hit; play safe when being hit back would cost you more than it costs your opponent.
What is the golden point?
The golden point is your 5-point. Making it early is one of the best things you can do: it strengthens your home board and blocks the opponent's back checkers.
How do I know if I am ahead in the game?
Compare pip counts — the total pips each side needs to bear off. The lower count is ahead in the race, which helps you decide whether to run or to fight for a hit.