We suppose that you already know basic rules of
Backgammon Game (or Tric-Trac) but if you need more information
please visit backgammon game rules
page.

With the above positioning, your checkers are black, and your
opponent's are red. You will move towards left. If you like, you
can simply turn the board up and down and play from left to right,
nothing will be changed.
Your home area, where you will bring all your checkers following
the green arrows and try to bear off before your rival, is marked
<<A>> on the below board picture. The part which is
marked <<B>> is the outer area and the middle of the
board (between A and B) is the bar (marked "B") where
hit checkers go and wait to reenter into the game.
In Backgammon you have 24 rows (or points, or slots... the slim
light colored triangles in the picture) and 15 checkers (or stones,
or piece... ) for each player. When a checker is alone in a row
it's a weak one and can be hit by your rival. But when you place
2 or more checkers in a row, you form a block which is safe against
hit and close the route of your rival as a closed door!
The main strategy of backgammon is to block all the passage possibilities
of your opponent and keep her/him waiting while you are freely
playing. To achieve this result quickly, you have to form blocks
in strategical rows. The most important rows are marked by dark
blue, while the blue is lightening same of the importance.
How you can get the advantage as soon as possible? Well, you have
to block the 6 rows from "r18" to "r23" while
your rival's two checkers are still in the "r24" as
soon as possible. Wait until he/she plays all the "6"
combinations, then open the "r18" door and start to
pray for he/she rolls only one "6" (with a double6 he
will escape and the game may become critical) and be obliged to
play one checker leaving the other alone in "r24". That
is the right time to hit it and make a strong door at "r24"
also.
Now all your home area is blocked, and your opponent must wait
until you bear off your checkers and open a row for him to land.
But be careful to not leave a blot while you bear off! Maybe backgammon
is not a difficult game but it never forgives player's mistakes
and never believe that you are the winner until you bear off your
last checker!
To start the game each player must throw one dice, the bigger
number will start to play with the total numbers of two dices.
For example if you roll a "5" and your rival a "4",
you will start to play with "5+4".
In Backgammon, playing all the numbers is obligatory, you can
not say that you don't like to play this or that number, and as
a result of the rule, experienced players strategically leave
some weak checkers (blot: single checker in a row with the possibility
to be hit by the opponent) in a row and force you to hit it. We
will explain these cases later.
Now we will study some combination of numbers and standard moves.
Previously we have seen strategically important rows (with blue
color) on the escape route of your rival's two checkers which
are in your home area (at "r24") when you start the
game, to be blocked as soon as possible.
There are some combinations that you must play in only one way
at the beginning, naturally if your way is clear and the rows
are empty and available. Like "6+1"; "3+1";
"4+2"; "5+3"; "6+5". Those are the
most lovely combinations of two dices on the beginning of the
game, off course doubles like "1+1"; "2+2"…
are also highly helpful to build a quick and strong blockage but
you must be careful with doubles.
Play "6+1": One checker goes to "row18" from
"row12", playing 6 pips or steps; other checker goes
to "row18" from "row17", playing 1 step; which
make a nice block on the "row18" to close your opponents
"6 gate" which he'll need badly on the way to escape
from your home area with a "6+5" or a "double6".
Now we'll play the "3+1" on the board:
For "3" one checker goes to "row20" from "row17";
For "1" one checker goes to "row20" from "row19";
blocking "row20" and annulling the chance to play 4s
of your rival.
Now you have 3 respectively blocked rows limiting your rival's
ability to play numbers "4", "5" and "6".
I am hearing you to say you have one weak checker in the "row17".
Yes but that's life, you can't get everything at once. Your rival
can hit you with only 3 combinations: "1+6"; "2+5";
"3+4" which are 6 chances in 36 possibilities. Anyways,
I can always sacrifice one checker to close these 3 rows, without
regret!
(we didn't show on the board what did your rival play between
your 2 hands. Suppose that he played "5+3" and made
a block on the "row3")
You can make the same above blocks with a "double1"
(1+1). You will play 4 times "1", 2 checkers go to "row18"
from "row17" and 2 checkers to "row20" from
"row19", that's it.
Play "4+2": one checker goes to "row21" from
"row17"; one checker goes to "row21" from
"row19" to form a block on the "row21".
Play "5+3": one checker goes to "row22" from
"row17"; one checker goes to "row22" from
"row19" to form a block on the "row22".
How to play "double6" (if the rows are clear!): 2 checkers
go to "row7" from "row1"; 2 checkers go to
"row18" from "row12" and nicely block "row7"+"row18",
precious 6 gates of your opponent.
How to play "double5": in a progressed game you may
find several possibilities but in the beginning I will recommend
a safe way: 2 checkers go to "row22" from "row12".
How to play "double4"; "double3"; "double2"?
With those numbers you have several choices and you have to decide
for the best move, but keep in mind that your goal is to block
the main routes of your rival and keep him paralyzed!
For a "double4" on the beginning my choice is to bring
2 checkers from "row12" to "row20" and make
a block. You may prefer to move 2 checkers from "row1"
to "row5" and 2 checkers from "row12" to "row16"
and nobody can blame you.
For a "double3" (always on the beginning) my preference
is to bring 2 checkers from "row17" to "row20"
to form a block and 2 checkers from "row12" to "row15"
to have ready and able soldiers to form blocks, for the next hands.
You may move 2 checkers from "row12" to "row18"
and block the "row18" or 2 checkers from "row1"
to "row7" to escape from your rival home area and to
block the "row7" but this is not a move I will recommend
on the first hands, you will loose your chance to form blocks
around your home area and the chance to disturb your rival, he
will feel himself free in his home area. See the below board:
You can compare the 2 different ways to play "double3"
on above 2 boards.
For a "double2": I will move 2 checkers from "row19"
to "row21" and 2 checkers from "row12" to
"row14" for preparations. You may play the first 2 checkers
from "row19" to "row21" but the second 2 checkers
from "row1" to "row3" to create a more easy
and short escape route.
Now we will study some number combinations which
are a little difficult to play. Why? Because you have to think
more to make a good decision. On the below you will see 2 boards,
in the first one you will play "4+1" and your rival
"5+1", in the second board you and your rival will play
the same number "6+2".
You have played a very aggressive "4+1" ; one checker
from "row12" to "row16" and one checker from
"row19" to "row20". You have made a preparation
to form blocks on "row20" and/or on "row18".
Start to pray for a "double1" for the next hand!
Your rival was more conservative, played one checker from "row24"
to "row23", a nice play to increase his chance if you
can't cover your blots next hand and he moved one checker from
"row13" to "row8". Now for this hand people
will tell that it is more safe to play one checker from "row1"
to "row2" instead of "row 19 > 20" which
is true but without adrenalin. Up to your decision!
You have played again an aggressive "6+2"; one checker
from "row12" to "row20", your rival played
a different "6+2" calculating your blot on "row20"
and preparing his soldiers for possible blocks on "row7+5+4+...
"
If you roll one more "6+2" (which is always possible),
you will hit the checker on "row18" and cover your block
on "row20". Also a "double1" and a "double3"
will be like a good medicine.
People play "6" like your rival but for "2",
moving a checker from "row8" to "row6" is
nonsense for me, you will always need checkers in "row8"
for blocks.
Now suppose that your rival have rolled a "6+4" (this
tip is applicable to "6+2 and 6+3" also) and have decided
to run from "row24" to "row15" which is very
normal. Your main target must be to hit this checker and make
it return to its initial place: "row24". And suppose
that you have rolled a "6+3", how you will play? From
"row1" to "row10"? Wrong! You must move one
checker to "row7" and one checker to "row4"
from "row1", why? Because your aim is to disturb your
rival! Now his/her attention will be divided between protecting
the blot and protecting the home area! Yes, as I always say you
must read the game and get rid of standard moves. Be creative.
The numbers like "2+1"; "3+2"; "5+2"
are more suitable for preparations, bring your checkers from "row12"
to "row14+15+16+17" for potential blocks. For example,
I don't like to play a "3+2" as one checker goes to
"row17" from "row12", instead I like to bring
one checker from "row12" to "row14", and one,
again, from "row12" to "row15", this increase
your future opportunities.
Win or lose, that's the question! Although this is only a game,
if your goal is to be a winner, count how many checkers you have
on the outer board and check the distance of each one to your
home area, then compare with your rival's state, and decide! Remember
even huge differences are not very important against a lucky rival,
3-4 doubles will easily fill the gap.
There is a formula to calculate your and your opponent's situation
but I personally believe that this will only make you busy and
won't help against a lucky rival.
Let's study an example on the board, it's your turn and you have
to play "double5":
What are you waiting to run away? Take your 2 checkers from "row3"
and go to "row13", it's your lucky day!
Let's see another position on the board while you have to play
one more "double5".

In this position it's obvious that if you try to escape your 2
checkers from "row7", you will need 2-3 more doubles
to form a balance in the game. Instead, you must wait for a blot,
and in the meantime pray for the absence of doubles in your rival's
side. While you wait try to restore your home area's weak checkers
quickly.
In the next page we will see some positions to bring your checkers
home and some techniques to push your rival to be gammoned (loosing
two games or two points).
You may ask what is the big deal in bringing checkers
to your home area? In some cases this matter is crucial. Suppose
that your 14 checkers are in your home area, only one is in outer
board, and 2 checkers of your rival are also in your home area
blocking "row24". In this case playing your numbers
and moving your checkers to prepare an easy bear off is very important
and you must be careful.

On the above picture you will see 3 checkers on "row19"
and "row20", which is critical, try to line up your
checkers with pairs. For example if you roll a "6+3"
now, bring your checker from outer board to "row20"
and move one checker from "row19" to "row22",
instead of bearing of a checker from "row22". Although
in Backgammon you are never fully secure, because you can roll
a "6+5" next hand and create a blot in "row19".
Your opponent is waiting for a weak one to hit and if he will
find this possibility you will start again from his/her home board
and because that area is full of available checkers, he/she will
be able to form blocks quickly and maybe you won't be able to
land and escape easily, you will lose time and maybe, also the
game.
Therefore sometimes (when you have enemies waiting in your home
board) it's more safe to move your checkers towards last rows
instead of bearing off, and decrease your opponent's chances to
hit you.
Sacrifice one checker to Gammon your rival!
How to better play backgammon tutorial
Look at the below board and suppose that you will play "5+3".
If you will hit your rival's checker which is in the "row24"
and form a block, most probably you will make only one game, but
if you try to bring more checkers you may increase your chance
for a Gammon!

Hit the red checker and leave a weak one in the "row24",
play the "3" from "row17" to "row20"
then wait for your rival to roll a "1" and hit your
weak checker. You will start again from your rival's home board
and maybe, hopefully, you will hit and send one more checker to
the bar, then you will have one enemy in your home board and one
waiting on the bar. At that time you have to block "row24"
and slowly pile your checkers on "row 24+23+22" ( I
mean 3 checkers on each row, but better is to pile these 3 checkers
on "row 24") trying to open a row at latest possible
and start to bear off.