What Is the Pip Count?

The pip count is the total distance (in board points) all your checkers must travel to bear off. It’s the most objective measure of who’s winning the race — the aspect of backgammon that determines who bears off first.

Lower pip count = closer to winning the race.


How to Count

Basic Method

For each checker, multiply the point it’s on by the number of checkers on that point, then sum everything:

Example: If you have:

  • 3 checkers on the 6-point: 3 × 6 = 18
  • 2 checkers on the 5-point: 2 × 5 = 10
  • 4 checkers on the 4-point: 4 × 4 = 16
  • 2 checkers on the 3-point: 2 × 3 = 6
  • 2 checkers on the 2-point: 2 × 2 = 4
  • 2 checkers on the 1-point: 2 × 1 = 2

Total: 56 pips

Starting Pip Count

Both players start with exactly 167 pips:

  • 2 on the 24-point: 2 × 24 = 48
  • 5 on the 13-point: 5 × 13 = 65
  • 3 on the 8-point: 3 × 8 = 24
  • 5 on the 6-point: 5 × 6 = 30
  • Total: 167

Counting Shortcuts

Track Changes

Rather than recounting from scratch, track changes from a known position:

  • Starting count: 167
  • Each die value used: subtract that many pips
  • If a checker is hit and sent to the 25-point (bar): add the difference

Cluster Counting

Count groups of checkers together:

  • Full home board (2 checkers on each of 1-6): 2 × (1+2+3+4+5+6) = 2 × 21 = 42
  • Five on the midpoint (13): 5 × 13 = 65
  • Learn common clusters and just add them up

The Comparison Method

Instead of counting both sides completely, count the difference:

  • Pair up similar checkers on both sides
  • Only count the differences
  • Add or subtract from zero to get the net lead

Using the Pip Count

Race Decisions

When all contact has broken (no more possible hitting):

  • The game is a pure race
  • Pip count determines everything
  • Double if you have a significant lead (roughly 8-10%)

Cube Decisions

The pip count directly informs doubling:

Pip Lead Cube Action
0-5 pips Too close to double
5-10 pips Consider doubling
10-15 pips Good double
15+ pips Strong double (opponent should drop)

These are rough guidelines for races with about 60-90 total pips.

Strategy Decisions

  • Ahead in pips → simplify, avoid contact, race
  • Behind in pips → create contact, look for hitting opportunities
  • Equal pips → the game is even; position and timing matter more

Pip Count vs. Position

The pip count doesn’t tell the whole story:

  • Wastage — inefficient distributions waste pips during bearing off
  • Contact — if contact exists, battles may change the pip count dramatically
  • Checker distribution — evenly spread checkers are more efficient than stacked ones
  • Timing — having the right rolls at the right time matters

Use the pip count as one input, not the only one. Combine it with positional judgment for the best decisions.