The running game is backgammon’s simplest game type — and its most common endgame. When contact ends and both sides are racing home, the only question is: who gets there first? But within that simplicity lies a wealth of strategy. Knowing when to shift into race mode, how to calculate racing equity accurately, and when to use the cube in a race separates good players from great ones.
Key Takeaways
- The running game begins when all contact is broken — both sides race to bear off first
- Pip count is the primary metric — the player with fewer pips needed is ahead in the race
- A 10% lead in pip count is roughly a 70% win probability — enough to double
- Wastage — checkers not positioned to bear off efficiently — matters as much as raw pip count
- The Thorp Count and Ward formula help calculate precise doubling thresholds in close races
- Good racing positions have checkers spread across the 2-point through 6-point, not stacked
What Is the Running Game?
The running game occurs when neither player has any contact with the other — all enemy checkers have passed, or are far enough away that engagement is impossible. Both sides focus entirely on moving their checkers home and bearing off as quickly as possible.
Unlike the priming game, blitz, holding game, or back game, the running game has no positional complexity. It’s a pure race measured in pips (the total number of points all your checkers must travel to be borne off).
When Does the Running Game Begin?
The running game starts when:
- Both sides’ rear checkers have passed each other with no chance of contact
- One side makes an early break and flees with all their checkers
- A holding or priming position collapses and both sides race home
Many games that start as positional battles eventually become races. Recognising the transition point — and taking or offering the cube at the right moment — is a key skill.
Pip Count: The Heart of Racing
The pip count is the total number of pips (points of movement) required to bear off all 15 checkers. Starting position: each player has a pip count of 167.
How to Count Pips
Multiply each checker’s position by the number of checkers on it, then sum everything:
| Point | Checkers | Pips |
|---|---|---|
| 24-point | 2 checkers | 48 |
| 13-point | 5 checkers | 65 |
| 8-point | 3 checkers | 24 |
| 6-point | 5 checkers | 30 |
| Total | 15 | 167 |
During a game, count only the points that have your checkers and multiply accordingly.
Using the Pip Count
Once you have both pip counts, compare them:
| Lead | Win Probability (Approx.) |
|---|---|
| 0 pips (tie) | ~50% |
| 5 pips ahead | ~57% |
| 10 pips ahead | ~64% |
| 15 pips ahead | ~70% |
| 20 pips ahead | ~76% |
| 30 pips ahead | ~85% |
A 10% pip count advantage (e.g., leading 90 to 100) is roughly equivalent to a 10-15% win probability edge — a strong double in most situations.
The Concept of Wastage
Raw pip count doesn’t tell the whole story. Wastage measures how inefficiently your checkers are positioned. Two positions with identical pip counts can have very different racing equity.
Sources of Wastage
Stacking — Multiple checkers piled on one point cannot all bear off optimally. If you have 5 checkers on your 2-point and your opponent has them spread across 2, 3, 4, 5, and 6, you lose despite equal pip counts.
Gaps — An empty 6-point means rolls of 6 are partially wasted bearing off from lower points instead of removing a checker cleanly.
Checkers on the 1-point — The 1-point is the least efficient bearing-off position. Checkers there require any roll to include a 1, or bear off using one die and waste the other.
Ideal Racing Position
The most efficient bearing-off position has 2-3 checkers spread across the 2 through 6 points, with no gaps and no stacking:
| Point | Ideal Checker Distribution |
|---|---|
| 6-point | 2–3 checkers |
| 5-point | 2–3 checkers |
| 4-point | 2–3 checkers |
| 3-point | 2–3 checkers |
| 2-point | 2 checkers |
| 1-point | 1–2 checkers (minimise) |
Racing Formulas
The Thorp Count
The Thorp Count adjusts raw pip count for wastage. For each side:
- Count raw pips
- Add 2 pips for each checker on the 1-point beyond 1 checker
- Add 1 pip for each point with no checkers among 2–6 (gaps)
- Add 1 pip if you have more than 3 checkers on a single point
Compare adjusted Thorp Counts. A lead of about 8% (of your opponent’s count) suggests a double.
The Ward Formula (Simplified)
For money game doubling decisions in a race:
- Double when your pip count lead is approximately 8–9% of your opponent’s pip count
- Redouble (beaver) threshold: ~3% lead
- Pass threshold: ~12–14% lead
For match play, adjust based on the score and match equity table.
When to Double in a Race
Initiate the Double When:
- You lead by 8–12% in adjusted pip count (Thorp Count)
- Your position has less wastage than your opponent’s
- You’re bearing off and rolling well consistently
Accept (Take) When:
- You trail by less than ~12–14% in Thorp Count
- Your opponent has significant wastage that offsets their pip lead
- The cube value at 2 still gives you value
Decline (Drop) When:
- You trail by more than 14–16% in adjusted pip count
- Your opponent has minimal wastage — efficient position
- You’re stuck with checkers deep in your home board while theirs are spread efficiently
Running Game vs Other Game Types
| Game Type | Contact? | Key Metric | Cube Timing |
|---|---|---|---|
| Running Game | None | Pip count | Early if leading clearly |
| Holding Game | Minimal | Anchor value | Hold and wait |
| Priming Game | Significant | Prime length | Build before cubing |
| Blitz | Heavy | Home board closure | Cube when opponent is on bar |
| Back Game | Heavy | Timing | Late — wait for a shot |
Switching to the Running Game
One of the most important decisions in backgammon is when to break contact and run. This is particularly relevant from a back game or holding game position.
Good Times to Run:
- You’re slightly behind in pip count but your racing position will be more efficient
- Your opponent’s home board is weak — even if hit, re-entering is easy
- Continuing to hold your anchor gives diminishing returns
Bad Times to Run:
- Your opponent has a stronger racing position (less wastage)
- Your home board is undeveloped — you have no threats
- Breaking contact loses gammon threats you could still press
Bearing Off Efficiently
Once in the bear-off phase:
- Always bear off if possible — never waste a move voluntarily
- Fill gaps first — if a die can’t bear off, use it to fill gaps (move from higher points to fill 5 or 6)
- Don’t stack — spread checkers across points if both dice can’t bear off
- On the last checker — with 1 checker left, any roll bearing off wins; position doesn’t matter
Bear-Off Rule Priority
- Bear off if either die allows it
- If you can't bear off with one die, use it to fill the highest gap below 6
- If no gap to fill, move a checker from the highest occupied point toward the 1-point
Common Running Game Mistakes
| Mistake | Why It Costs You |
|---|---|
| Relying on raw pip count only | Ignores wastage — can misjudge racing equity by 5–10 pips |
| Doubling too early in a close race | Gives opponent a free take; you lose cube leverage |
| Not doubling a clear lead | Opponent gets free rolls — your equity leaks |
| Stacking checkers on 1 and 2 points | Creates massive wastage; hard to recover from |
| Failing to fill gaps when bearing off | Rolled dice go to waste instead of improving position |
Frequently Asked Questions
When should I switch from a positional game to a running game?
When contact is broken or nearly broken and your pip count leads clearly. Also consider switching if a running game offers less risk of losing a gammon than maintaining a complex positional fight.
Is pip count all that matters in a race?
No. Pip count is the starting point, but wastage — how efficiently your checkers are distributed — often matters more. Two positions equal in pip count can have very different racing equity.
When is it too late to double in a race?
If your opponent can take and your lead exceeds 14–15% of their Thorp Count, you may have missed the ideal window — but still double. Never let a large lead go undoubled.
What is the gammon risk in a running game?
Very low — once in a pure race with no contact, gammons are rare. Both players are focused on bearing off, so gammon threats essentially vanish.
How do I get better at pip counting quickly?
Practice counting in chunks. Count by groups: how many checkers are in your home board vs midboard vs deep? Then multiply. The Ward shortcut and Thorp adjustment are quick enough to do at the board.
Further Reading
- Pip Count Guide — Learn to count pips fast at the board
- Backgammon Probability — The math behind racing odds
- Doubling Cube Strategy — When to double in a race
- Bearing Off Guide — Complete bear-off strategy
- Backgammon Strategy — Overview of all five game types