The pip count is the single most important number in backgammon. It tells you who’s winning the race, when to double, and when to change strategy. Yet most beginner and intermediate players avoid counting pips because it seems hard. This guide changes that.
Key Takeaways
- The pip count is the total distance all your checkers must travel to bear off; lower is better
- Both players start with exactly 167 pips from the standard starting position
- Counting pips accurately lets you make correct cube decisions and choose the right game type
- The "cluster counting" method is the fastest way to count mid-game positions
- A pip lead of roughly 10% is the threshold for a strong double in a contact-free race
- Modern players use mental shortcuts — not point-by-point arithmetic — to count efficiently
What Is a Pip Count?
A pip is the basic unit of movement in backgammon. Each step a checker takes is one pip. Your pip count is the total number of pips all 15 of your checkers must travel to bear off completely.
Formula: Multiply each checker’s point number by the number of checkers on that point, then sum everything.
Example starting position for one player:
- 2 checkers × 24 points = 48
- 5 checkers × 13 points = 65
- 3 checkers × 8 points = 24
- 5 checkers × 6 points = 30
- Total: 48 + 65 + 24 + 30 = 167
Both players always start at 167. The player with the lower pip count is winning the race.
Why the Pip Count Matters
The pip count drives three critical decisions:
1. Cube Decisions
In a pure race (no contact), the pip count is almost the only factor. Knowing your count versus your opponent’s tells you whether to double, take, or drop.
General guidelines for races:
| Pip lead | Recommendation |
|---|---|
| 0–5% | Too close to double (or take easily) |
| 8–10% | Borderline double |
| 10–12% | Strong double / take |
| 12–20% | Strong double / marginal take |
| 20%+ | Very strong double / consider dropping |
2. Game Type Recognition
Compare pip counts to understand what type of game you’re in:
- You’re ahead: Consider a running game. Avoid contact.
- Behind by a lot: Consider a holding game or back game. Maintain contact.
- Close: The game type depends on board structure, not just pip count.
3. Timing
Knowing your pip count helps you judge how long you can maintain blocking structures before your position collapses. A prime loses value once you’ve passed the checkers it was blocking.
The Standard Counting Method
Count every point from 1 to 24. For each point, multiply the point number by the number of your checkers on it. Sum all results.
It’s slow but accurate. Most experienced players use this for exact counts in critical positions.
Step-by-Step Example
Imagine mid-game you have checkers on: 22 (1), 13 (2), 9 (1), 6 (3), 5 (4), 4 (2), 3 (1), 2 (1).
| Point | Checkers | Subtotal |
|---|---|---|
| 22 | 1 | 22 |
| 13 | 2 | 26 |
| 9 | 1 | 9 |
| 6 | 3 | 18 |
| 5 | 4 | 20 |
| 4 | 2 | 8 |
| 3 | 1 | 3 |
| 2 | 1 | 2 |
| Total | 15 | 108 |
The Reference Position Method (Fast)
Instead of counting from scratch, memorize one reference position and calculate the difference.
The most useful reference: A position with all 15 checkers stacked on the 6-point = 6 × 15 = 90 pips.
Any checker on a higher point adds pips above 6; any checker below 6 saves pips.
Method:
- Start from your reference (all on 6-point = 90)
- For each checker NOT on the 6-point, add or subtract the difference
Example: You have 14 checkers on the 6-point and 1 checker on the 10-point.
- Base: 90
- That 1 checker is 4 points higher than 6: add 4
- Total: 94 pips
The Cluster Counting Method
This is the fastest method for mid-game positions. Group checkers into clusters and calculate each cluster separately.
Rule of thumb clusters:
- Home board cluster (points 1–6): Count each checker’s point number directly.
- Midpoint cluster (13-point): 5 checkers × 13 = 65. Memorize this.
- Rear checkers (19–24): These are often just 2 checkers; multiply directly.
Practice: Once you’re comfortable, you can count most positions in under 10 seconds.
The Wastage Adjustment
Raw pip count doesn’t capture everything. Two positions with the same pip count can have very different race efficiency based on distribution:
- Stacked checkers: Many checkers on low points waste high dice rolls.
- Gaps: Empty low points in the home board force you to use small dice for bearing off.
An even distribution across points 1–6 is more efficient than stacking on one or two points, even at the same pip count.
Adjustment rule: Add approximately 1–2 pips of “wastage” for each checker above 4 stacked on any single point.
Pip Count and the Doubling Cube
The 8% Rule
In a straight race with no contact, you have a strong double when ahead by approximately 8–10% of your opponent’s pip count.
Example: Your opponent has 90 pips. 10% of 90 = 9. You have a strong double if your count is around 81 or less (90 − 9 = 81).
The Take Point
Your opponent should take a double in a race if their winning chances exceed ~25%, which roughly corresponds to being behind by no more than 12% in pip count (adjusted for distribution).
Post-Crawford Cube
In the game after the Crawford game in match play, a trailing player should often double immediately regardless of pip count, because the match leverage changes the math entirely.
Counting During Play: Practical Tips
Do it every 3–4 turns: You don’t need to count every turn. Update your running total as checkers move.
Track the leader, not both counts: Once you know you’re ahead, just track how your lead changes each turn.
Mental shortcuts:
- Doubles typically reduce your count by the doubled number × 4 (e.g., rolling 3-3 reduces by 12)
- Your opponent’s move reduces their count by the sum of their dice
Note the starting differential: If you’re ahead by 15 pips, you need luck to close (races with large leads need fewer rolls to win).
Common Pip Count Mistakes
Forgetting the bar: A checker on the bar must travel 25 points (24 + re-entry). Add 25 to your count for any checker on the bar.
Miscounting opponent’s home board: Remember your runners (back checkers) are at your opponent’s 1-point = your 24-point. Don’t confuse the numbering.
Ignoring distribution: Two positions at 90 pips aren’t equal if one has all checkers on the 6-point and the other has checkers scattered from 1 to 12.
Frequently Asked Questions
What is the pip count in backgammon?
The pip count is the total number of pips (movement units) all your checkers must travel to bear off. Each point a checker must move equals one pip. You calculate it by multiplying each checker’s point number by the count of checkers on that point and summing everything. Lower pip count = closer to winning the race.
What is the starting pip count in backgammon?
Both players start with exactly 167 pips from the standard starting position. This comes from: 2 checkers on the 24-point (48) + 5 on the 13-point (65) + 3 on the 8-point (24) + 5 on the 6-point (30) = 167.
When should I count pips during a game?
Count pips whenever a cube decision arises, when deciding whether to run or maintain contact, and when assessing whether you need to change game strategy. In the endgame (bearing off), count every 2–3 turns to know if you need to take risks.
How do you count pips quickly?
The fastest methods are the reference position method (start from a known position and adjust) and cluster counting (group checkers and calculate each group). With practice, experienced players count a full position in 10–15 seconds.
How many pips does a checker on the bar count as?
A checker on the bar must travel all the way through the opponent’s home board before it can move. It is counted as 25 pips (it must re-enter at the opponent’s 1-point, which is your 24-point, then travel to bear off — so 24 + 1 entering = 25 pips total from the bar).
Does pip count determine who will win?
Pip count is decisive in a pure race (no contact). In a game with contact still possible, pip count is one factor alongside board structure, blot exposure, and checker distribution. A player behind in pips can still win by hitting blots and changing the game type.
Further Reading
- Backgammon Strategy — How pip count fits into overall game planning
- Doubling Cube Guide — Using pip count for cube decisions
- Probability & Odds — The math behind the race
- Play vs Computer — Practice counting in live games