Backgammon Probabilities

Pip counting, dice tables and race calculations — the mathematical basis of every decision

⏱ Reading time: about 10 minutes

Contents

  1. The 36 dice combinations
  2. The odds of reaching a point
  3. Pip counting
  4. Race calculations
  5. Gammon probabilities
  6. Putting it into practice

1. The 36 dice combinations

Two six-sided dice produce 36 possible combinations (6 × 6). Of these, 6 are doubles (the same number on both dice) and 30 are non-doubles. Here is the basic table:

TypeCombinationsNumberProbability
Doubles (1-1 to 6-6)1-1, 2-2, 3-3, 4-4, 5-5, 6-6616.7% (1/6)
Non-doubles1-2, 1-3... 5-63083.3% (5/6)
Total—36100%

Odds of individual rolls

Each specific double (e.g. 4-4) has a probability of 1/36 ≈ 2.78%. Each specific non-double (e.g. 3-5, which can come up as 3+5 or 5+3) has a probability of 2/36 ≈ 5.56%.

2. The odds of reaching a point (direct and indirect shots)

A fundamental concept is how many ways you can reach a particular point from a given checker.

Direct shots (1 to 6)

To reach a point N pips away (N ≤ 6) with a single die:

DistanceHitting rollsProbability
111/3630.6%
212/3633.3%
314/3638.9%
415/3641.7%
515/3641.7%
617/3647.2%
76/3616.7%
86/3616.7%
95/3613.9%
103/368.3%
112/365.6%
123/368.3%
The rule of 6:

A blot 6 pips away can be hit by 17 rolls out of 36 (47%). That is the most vulnerable distance. A blot 7 pips away is threatened by only 6 rolls out of 36 (17%) — a blot at 7 is far safer than one at 6!

3. Pip counting

The pip count is the total number of pips your checkers still have to travel before they are all borne off. At the start of a game, each player has exactly 167 pips. Here is how to work it out:

Multiply the number of checkers on each point by that point's number (from your perspective):

Interpreting the pip count

Quick estimation methods

Working out the exact pip count in the middle of a game is hard. Experts use a few shortcuts:

4. Race calculations

Once both players' checkers have passed each other (no more contact is possible), the game becomes a pure race. Here is how to estimate your chances:

The Effective Pip Count (EPC)

For a race with no contact, the rule of thumb is: if your EPC (your pip count adjusted to account for “wastage” on your rolls) is lower than your opponent's, you are the favourite.

The Keith count

The Keith count is a practical rule for making cube decisions in a race:

Count your pips, then add 2 for each checker beyond one on your 1-point, 1 for each checker beyond one on the 2-point, 1 for each checker beyond three on the 3-point, and 1 for each empty point among the 4, 5 and 6; do the same for your opponent. Increase the count of the player on roll by one seventh: they double if the result exceeds the opponent's count by 4 pips at most (3 for a redouble)
The opponent should take if this same result exceeds their count by at least 2 pips

This formula gives a quick approximation but is only valid in reasonably balanced races.

5. Gammon probabilities

A gammon (the loser has not borne off a single checker) happens more often than you might think. Here are a few figures:

6. Putting it into practice

During the game

You do not need to calculate everything in real time. Here is what a good player assesses quickly:

  1. Am I ahead or behind? (a quick estimate of the pip count)
  2. Are my blots in danger? (the number of opposing rolls that hit)
  3. How likely is my plan to work? (the good rolls I need)

Probabilistic intuition

After thousands of games, experienced players develop a “feel for the odds” — they sense instinctively whether a position is favourable or not, without precise calculation. This comes from regular practice and from analysing your own mistakes.

Practical tip:

Memorise the table of direct shots (distances 1 to 12). In particular, remember that distance 6 is the most dangerous (a 47% chance of being hit) and that distances 7–11 are relatively safe (5–17%).

From theory to practice

The best way to absorb these probabilities is to play games with analysis. Online platforms show you where your calculations went wrong.

Play and analyse your games →