The pip count is the simplest, most useful number in backgammon: it tells you who is winning the race. Once you can count it, a whole layer of decisions gets clearer, when to run, when to fight, and when to reach for the doubling cube. Here is what the pip count is, how to count it without slowing the game down, and when it should drive your play.
A "pip" is one point of distance a checker must travel to reach home and bear off. Your pip count is the total distance for all fifteen of your checkers added together. A checker on your 6-point needs 6 pips to come off; one on your 13-point needs 13; and so on. Add them all up and you have your count. The player with the lower count is ahead in the race. At the opening position, both players have a pip count of 167.
Counting all fifteen checkers one at a time is slow and error-prone. Group them instead:
3 × 8 = 24 pips. Do this point by point and sum the results.With a little practice this takes seconds, not minutes.
The count matters most when the game turns into a race, once the checkers have passed each other and hitting is no longer possible. Then the rule is simple:
In a pure race, the pip count is the backbone of cube decisions. A common rule of thumb is the "8, 9, 12" guide for the player on roll: with both sides bearing in or racing, being ahead by about 8% of your pip count is enough to double, around 9% is a strong double, and you can usually take until you are behind by roughly 12%. You do not need to memorize the exact percentages to benefit, just know that the bigger your lead in the count, the stronger your cube action. For the full cube picture, see our doubling cube guide.
Counting by hand is a skill worth building, but you can also just play and check your instincts against the computer. On Backgammon Battles, every game is analyzed move by move, so when you misjudge a race or a cube decision, the analysis shows you the right call and what your error cost. Play, compare, and your feel for the race sharpens fast, then watch your performance rating improve.
Play ranked matches with fair dice and move-by-move analysis that catches your racing and cube mistakes. Free to play.
Play backgammon freeThe total distance all your checkers must travel to bear off. The player with the lower count is ahead in the race. Both sides start at 167.
Group checkers by point and multiply, compare only the difference between the two sides, and keep a running count rather than recounting each turn.
In races and cube decisions. The count tells you whether to run (ahead) or play for a hit (behind), and it drives when to double, take, or drop in a race.
Use the count for better cube decisions →
Read the full strategy guide →
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