The 15 Opening Rolls

In backgammon, each player rolls one die and the higher roller goes first using the two dice shown. Since ties are re-rolled, there are exactly 15 possible opening rolls (no doubles possible on the first turn).

Computer analysis has established the best opening play for each roll. Here they are:


Point-Making Rolls (Clear Best Moves)

3-1: Make the 5-Point

Move: 8/5, 6/5

This is widely considered the best opening roll. Making the 5-point:

  • Secures the most valuable point in the game
  • Begins your home board prime
  • Blocks the opponent’s escape route

6-1: Make the Bar Point

Move: 13/7, 8/7

Making the bar point (7-point) is extremely strong:

  • Creates an anchor adjacent to your home board
  • Begins a potential prime
  • Blocks the opponent’s back checkers

4-2: Make the 4-Point

Move: 8/4, 6/4

Making the 4-point extends your home board:

  • Builds toward a prime
  • Blocks the opponent
  • Gives you three home board points (4, 5, 6) to start

5-3: Make the 3-Point

Move: 8/3, 6/3

Making the 3-point is good:

  • Another home board point made immediately
  • Slightly less valuable than the 5-point or bar point, but still strong

Running Rolls

6-5: Run a Back Checker

Move: 24/13

The Lover’s Leap — move a back checker all the way to the midpoint:

  • Escapes one back checker immediately
  • Takes advantage of the large run
  • The standard play, though some players try 24/18, 13/8 (splitting and building)

6-4: Run with 24/14

Move: 24/14

A run to the outfield:

  • Escapes one back checker
  • Leaves a blot on 14, but the alternatives are worse

6-3: Run with 24/15

Move: 24/15

Another running play:

  • Escapes to the outfield
  • A common alternative is 24/18, 13/10 (split and build)

6-2: Run with 24/16

Move: 24/18, 13/11

Most players prefer splitting the back checkers (24/18) and bringing down a builder (13/11):

  • Creates an advanced position in the opponent’s board
  • Places a builder for the 5-point or bar point

Splitting and Building Rolls

5-4: Split and Build

Move: 13/8, 24/20

Split one back checker forward and bring a builder down:

  • The split to the 20-point aims for an anchor
  • The builder on 8 targets the 5-point

5-2: Split 24/22, Build 13/8

Move: 13/8, 24/22

Split and build:

  • The builder on 8 is a flexible construction piece
  • The split to 22 diversifies your back game options

5-1: Split 24/23, Build 13/8

Move: 13/8, 24/23

Split to the 23-point and bring a builder down from the midpoint.

4-3: Split and Build

Move: 13/9, 24/21

Split one back checker and bring a builder down:

  • Both halves serve constructive purposes
  • Some players prefer 13/10, 13/9 (two builders)

4-1: Split 24/23, Build 13/9

Move: 13/9, 24/23

  • The builder on 9 is excellent, threatening both the 5-point and 7-point
  • The split to 23 diversifies the back position

3-2: Split 24/21, Build 13/11

Move: 13/11, 24/21

Split and build:

  • Both moves are constructive
  • The builder on 11 works toward making the 5-point or 7-point

2-1: The Most Debated Roll

Move: 13/11, 24/23 (or 13/11, 6/5)

This is the most debated opening roll:

  • 13/11, 24/23 — split and build (the more conservative choice)
  • 13/11, 6/5 — slot the 5-point (aggressive, risks being hit)

Computer analysis slightly favors the slot (6/5) in money play, but the difference is small. Both plays are reasonable.