ProNardy reference

Long backgammon tactics

There is no hitting in long backgammon, so there is no comeback blow either: an advantage accumulates quietly, one move at a time. These few concepts are the difference between playing wherever the dice reach and playing to win.

Two resources: tempo and structure

Every turn you spend your dice either on tempo — progress in the race — or on structure: points that get in your opponent’s way. Strong play is seeing which of the two is worth more right now. Behind in the race, look for a block; ahead, keep it simple and run.

Stacking: do not pile checkers into a tower

Stacking is piling too many checkers onto one or two points. It looks safe and is in fact narrowing: the taller the stack, the fewer distinct moves you have available, and the more often the dice will force you to spoil your own position. Spread the checkers out — every occupied point is both an option for you and a closed door for your opponent.

Spare checkers: fuel for a blockade

A wall holds for as long as you have something to move other than the wall itself. Experienced players deliberately keep 2–4 loose checkers in transit — spare checkers that absorb awkward rolls. With no spares, the first roll that goes the wrong way forces you to dismantle your own blockade, and all that work goes to your opponent’s benefit.

The wall: the block that wins games

Six closed points in a row is an impassable prime; but even four or five in a row in front of your opponent’s checkers force them to squeeze through a narrow window and lose tempo. Build blocks where your opponent still has checkers behind, and remember the limit on sealing them in: a six-point prime may only be completed while at least one opposing checker is ahead of it.

Endgame: close the gaps, do not grab checkers

Greed loses in the bear-off. If a higher point in your home board is empty (a gap), big dice will keep landing in that emptiness and burning for nothing. So it is often right not to take a checker off immediately, but to fill the gap first — move a checker onto the empty higher point so that every later roll takes off exactly one checker. The computer in ProNardy sees this difference; check yourself against the analysis.

The awkward point, six pips from your head

The point exactly six pips from your own head has a nasty property: a checker sitting there cannot jump into the next quarter on a single die, so it hangs under blockade for a long time. Do not park checkers there without a reason — better to pass through in transit while the route is open.

The Academy finds these mistakes in your own games

Play a few games, then open the Academy in the app: it scans your moves, groups the mistakes by these same concepts, and lets you replay each position yourself.

Play and learn

New to the game? Start with the complete rules guide.