Pip counting: how to know who's actually ahead
Pip counting tells you who's winning the race in backgammon. Learn the basic count, a fast shortcut, and when the number should change your move.
Most backgammon decisions get easier when you know one number: who is ahead in the race. That number is the pip count — and once you can estimate it, doubling, racing, and bearing-off decisions stop being guesswork.
What a “pip” is
A pip is one point of distance a checker must travel to get home and bear off. A checker sitting on your 6-point needs 6 pips to come off. A checker on your 13-point needs 13.
Your pip count is the total pips all 15 of your checkers need to finish. Lower is better — it means you’re closer to bearing off.
How to count
For each point you occupy, multiply the point number by the number of your checkers there, then add it all up.
From the standard starting position, each side’s count is 167. Let’s verify with the setup:
- 2 checkers on the 24-point → 2 × 24 = 48
- 5 checkers on the 13-point → 5 × 13 = 65
- 3 checkers on the 8-point → 3 × 8 = 24
- 5 checkers on the 6-point → 5 × 6 = 30
48 + 65 + 24 + 30 = 167. Both players start equal, as you’d expect.
Two adjustments: a checker on the bar counts as 25 pips. A checker already borne off counts as 0.
Comparing counts
Do the count for both sides and compare. If your count is 140 and your opponent’s is 155, you lead the race by 15 pips.
- You’re ahead → lean toward racing: run your back checkers, avoid unnecessary contact.
- You’re behind → don’t race a race you’ll lose. Play a holding game or a back game, keep contact, and wait for a shot at hitting a blot.
A faster way to count
Counting all 15 checkers mid-game is slow. Two shortcuts help:
1. Count the difference, not the totals. Mentally cancel out checkers that sit on the same points for both players — they don’t affect the lead. Only count where the positions differ.
2. Count in clusters. Group checkers and add in chunks (e.g. “three on the 8 is 24”) rather than one at a time. With practice you’ll estimate a full position in a few seconds.
When the pip count should change your move
The count matters most at three moments:
- Cube decisions. A lead of roughly 10% of your pip count or more in a pure race is often enough to double. Around 8–12% is the classic “double / take” zone. (See our doubling cube strategy guide.)
- Race or fight? When you’re deciding whether to break contact and run, the count tells you if the race is actually yours to win.
- The bear-off. A close count means you can’t afford to waste pips — bear off efficiently and avoid leaving gaps.
Practice it deliberately
Next time you play, count the position once per game — say, right before any doubling decision. You’ll be slow at first and quick within a week.
Quick recap:
- Pip = distance one checker needs to finish; add up point × checkers for all 15.
- Bar = 25 pips, borne-off = 0.
- Compare both sides; lower count leads.
- Ahead → race. Behind → keep contact and play for a hit.
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