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Counting pips, quicklyBeginner

The pip count is the total distance all fifteen of your checkers have left to travel. Almost every doubling decision rests on it, and counting from scratch every time is far too slow. Here is the method that makes it practical.

Backgammon board illustrating How to count pips without slowing the game down
Counting pips, quickly.

What the number means

Each checker's pip count is the number of its point. A checker on your 13-point is 13 pips from coming off. Add all fifteen and you have your total. From the opening position both players count exactly 167, which is a useful checksum: if you count a fresh board and do not get 167, you counted wrong.

The only method fast enough to use

Do not count checker by checker. Count the difference instead. Start from a position you already know, usually the opening 167, and adjust as the game goes: every pip you move subtracts one, every pip your opponent moves subtracts one from theirs. Track the difference between the two counts rather than both totals, because the difference is what decisions actually depend on.

Why the difference is what matters

Nobody doubles because their count is 120. They double because their count is 20 pips better than the opponent's with contact broken. A lead of roughly 10 percent of your own count is the rough threshold where doubling becomes serious in a straight race. Knowing your exact totals matters far less than knowing the gap.

Let matching checkers cancel

Because only the gap matters, any checker of yours that mirrors one of your opponent's contributes nothing. Your five checkers on the 13-point and their five on their own 13-point are both 65 pips, so they cancel exactly. In the opening position every group mirrors, which is why both counts are 167 and the difference is zero. From there you only have to track what has stopped mirroring, and in most games that is a handful of checkers rather than thirty.

Count by group, not by checker

When you do have to count a whole side, count stacks rather than checkers. Five on the 13-point is 65 in one step. Three on the 8-point is 24. Then adjust for the odd checker that sits one or two pips off the stack. Counting fifteen checkers individually takes long enough that people stop doing it, and a method you abandon mid-game is worth less than a rougher one you actually finish.

When to actually count

Count when the game is about to become a pure race, meaning no more contact and no more chances to hit. That is the moment the pip count stops being one factor among many and becomes the whole answer. Before that, position usually matters more than the count.

What most players get wrong

The player with the lower pip count is winning.

Only in a pure race. With contact still on the board a pip lead can be almost worthless: a player who is 30 pips ahead but has two checkers trapped behind a five-prime is losing badly. The pip count answers one specific question, which is who wins if nobody touches anybody again. Ask it at the wrong moment and it lies to you.

Reading it is one thing. Doing it with a rating watching is another.

Play a rated game and every decision gets reviewed afterwards against the best move available. The dice are committed before you roll and checkable after, so the number you end up with is a measure of you, not of luck.

Play a rated game free

Frequently asked questions

What is the pip count at the start of backgammon?

Exactly 167 for each player. Two checkers on 24, five on 13, three on 8 and five on 6 sums to 167, which makes it a reliable way to check a board is set up correctly.

How big a lead do I need to double in a race?

As a rough guide, a lead of around 10 percent of your own pip count is where doubling becomes serious in a no-contact race. Exact thresholds depend on the match score and how many checkers remain.

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