Preferred opening moves
The table below summarizes the most commonly preferred moves, for each of the 15 possible opening rolls, as selected by detailed computer simulations, referred to as " rollouts". There are no opening moves consisting of doubles, because at the start of the game, each player rolls one die. Whoever rolls higher moves first, using the numbers on the already-rolled dice. In the case of a tie, the players roll again. In cases where no preferred play but only two or more alternative plays are given, these appear to be of equivalent strength within the statistical uncertainties of the simulations and no play could be singled out that is clearly superior. The moves are captured in standard backgammon notation. For instance, 8/5 denotes the move of a piece from the 8-point to the 5-point. The general message that emerges from the above table can be summarised as follows: unless one can make a point, and with the exception of the running move 24/13 (in which, having thrown a 6-5, the player moves a piece from the 24-point to the 13-point; the ''lover's leap''), a successful play is often the combination of splitting the 24-point and moving a checker from the 13-point. The latter move should be as small as possible (resulting in a builder close to the 13-point), unless the stack at the 8-point can be reached (resulting in an equal distribution between the 13-point and the 8-point). However, there are plenty of exceptions to this rule; for example, a 4-3 or 3-2 is often best played by moving two checkers from the 13 point.Survey of opening rolls by Tom Keith on Backgammon GaloreInfluencing factors
The opening moves above apply to money play, meaning that these plays optimise the expected payout with gammons counting double, etc. In match play the match score affects the checker play and one of the alternative plays may come out on top in computer simulations depending on the score. In a "gammon-go" situation the player does not care about whether they lose a single game or a gammon, but they have much to gain from winning a gammon; thus they can benefit from aggressive openings. The opposite may be true in "gammon-save" situations, where the player has little to lose from losing a single game, but much to lose from losing a gammon. At double-match-point (DMP) where the score is tied with each player needing one point to win, gammons do not matter for either player. In practice, an even more important influencing factor is the preferred style of the player. A player might have a strong preference for one out of a number of alternative opening plays that are on average as effective, because the character of the move (passive or aggressive) better suits his or her playing style.See also
* World Backgammon FederationReferences
External links
* {{tables games Opening theory Game theory