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Backgammon players use several methods to count pips, i.e. calculate the sum of points has to be moved by the player's checkers in order to bring the checkers to the home board and start bearing off. Here you can read about some of them.
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Backgammon Guide to Pip Count



Pipcount is the sum of points has to be moved by the player's checkers in order to start bearing off. Backgammon players use several pip c ount methods that help them evaluate their position comparing to their opponent's position, whether they are behind the race or ahead in the race.

Before the backgammon game begins, each player's pipcount sums up to 167:
The 2 checkers set on the 24-point should be moved 48 points (pips);
The 5 checkers on the 13-point should be moved 65 pips;
The 3 checkers on the 8-point should be moved 24 pips;
And the 5 checkers on the 6-point should be moved total of 30 pips.

How to Count Pips

The easiest way to count pips is simply by counting the number of points the checkers have to be moved to get home. It is easy in simple positions such as the opening position described above but when the game gets more complicated, it might slower the game. For that reason, there are several shortcuts that are easy to memorize and calculation methods helping to count pips faster.

Counting Opposites

When a player has 2 checkers facing one another on the same side of the board, the pip count will sum up to 25.

Counting Blocks of Checkers

In a block of 10 checkers starting from the players 1-point, the total pips will be 30. If the 1-point is open, you multiply the number of open points (1) with the number of checkers in block (10) and add 30, thus the total of pips will be 40.
In a block consists of 8 checkers, the sum of pips will be 20 if it includes 1-point and 36 (2 x 8=16+20) if the 1-point is open.

Half-Crossover Method

This pipcount method divides the inner and outer boards of the backgammon board into 3 parts: 1-point through 3-point, 4-point through 6 point and so on until the last third consisting of 22-point through 24-point. In short, you need to count the half crossovers to bear in. Then multiply them by 3 and add the number of checkers multiplied by the number of points to start bearing off. And finally to subtract 1 for each checker on the front of its triple, and add 1 for each checker on the back of its triple. The half-crossover method does not require lots of memorizing of numbers and points; on the other hand it involves calculations and it is not very accurate.


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