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    To start a backgammon game each player rolls a die, and the higher roller will use the dice as they lie to make their first move. If the same number is rolled, the players try again, creating only 15 different possibilities of opening dice rolls. While most of the correct checker moves for these rolls are obvious, some decisions have come down to analysis by backgammon pros, computer simulations, match scores and playing styles.

    We've described the suggested checker movements with standard backgammon notation of pips being numbered 1 through 24 around the board (i.e. The notation 13/9 would indicate a checker moving from the 13 point to the 9 point).

    Opening Roll : 6 - 5  
    (24/13) :
    A six and a five is the biggest opener you can get, also one of the easiest moves to play. Escaping a back checker from your opponents home board all the way to your mid-point is your priority with this roll. The optimal starting play of moving a checker 24/13 is also affectionately known as 'Lover's Leap'.
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    Opening Roll : 6 - 4  
    There are 3 different alternatives that you might consider with the opening roll of six and four. Each of these possibilities have advantages and disadvantages depending on the scenario at hand.

    Move 1 : (8/2 , 6/2) Making your home board two point by moving a checker 8/2 and another 6/2 gets the most equity according to computer simulations. This move will usually earn the most gammons of the 3 opening variations, and is becoming a more popular players choice as time goes on.

    Move 2 : (24/18 , 13/9) Many players will use their rolled six to 'slot' their opponents bar point by moving 24/18 and use their four to create a builder with 13/9. This move is considered aggressive and risky but also potentially rewarding. Your checkers are set-up to make blocking points on your next roll or hopefully anchor your opponents seven point (19) with another rolled 6.

    Move 3 : (24/14) Running with your back checker towards home by moving 24/14 will actually win many games, but has decreased gammon chances, hence it losses value in match and cash games. This move would mostly only be considered in single game variations with no value to gammons or backgammons.

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    Opening Roll : 6 - 3  
    (24/18 , 13/10) :
    Many beginners will make the first obvious checker move with their six by moving 24/18. At this point most new players, looking for safe plays and avoiding risks, will keep running with this checker to the 15. This scared play will not be nearly as effective as moving a checker from your mid-point with the 13/10 instead. By moving 24/18 , 13/10 you create a builder to help eventually make blocking points and a prime, plus the danger of having your lone checker on the 18 is not so bad since if hit, it won't go back to far in pips.
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    Opening Roll : 6 - 2  
    (24/18 , 13/11) :
    The six and two allows you to attack your opponents bar point (18 point) with 24/18, and you can simultaneously brings a builder down with 13/11 to help future priming moves. This slot and builder is a much more productive play than just running with a back checker to the 16 which most new players will attempt.
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    Opening Roll : 6 - 1  
    (13/7 , 8/7) :
    Making your bar point (seven-point) is by far the best possible moves for a good starting roll of six and one. This forms a great blocking point to stop your opponents checkers from escaping and is a start to building a larger prime.
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    Opening Roll : 5 - 4  
    (13/8 , 24/20) :
    With this mid-range roll the checkers should be moved to form a balanced attack on each side of the board. Slotting with 24/20 is an attempt to make an advanced anchor in your opponents board with another four next turn, and the 13/8 creates another builder to help you start making blocking points in your own board (If a gammon was absolutely needed, then dropping another checker from the midpoint with 13/9 may be a better consideration than splitting your back checkers).
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    Opening Roll : 5 - 3  
    (8/3 , 6/3) :
    While other possible moves for this roll have been touted in the past, making your home board 3 point is now considered the best play by most experts. Computer simulations and roll-outs have also determined that this play has the most strength, reminding us the importance of making home board blocking points when possible.
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    Opening Roll : 5 - 2  
    Move 1 : (13/8 , 24/22) Only in modern times, thanks to computer simulations and 'roll-outs' , have players realized that dropping only 1 checker from the mid-point and splitting the back checkers is the best play for this roll. This move does not strip the mid-point too much, leaving attackers for later in the game, plus it prepares a possible anchor in your opponents home board (the 22 point).

    Move 2 : (13/8 , 13/11) Dropping 2 checkers from your mid-point is an aggressive play that should in fact win more gammons than the other variation, aiming to attack and prime. It is less balanced a play should your opponent roll particularly well to escape his back checkers.

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    Opening Roll : 5 - 1  
    (13/8 , 24/23) :
    Many experts have debated this opener, but computer simulations once again have confirmed there is more equity to splitting your back checkers immediately and preparing them for escape or as an anchor. If a gammon was absolutely needed thanks to match score or another scenario, then moving 6/5 instead with the 1 roll would be considered ideal.
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    Opening Roll : 4 - 3  
    There are three close choices for the 4-3 opener, your style and the match score may be the determining factor :

    Move 1 : (13/9 , 13/10) Although dropping two checkers down seems to strip your mid-point early, the attacking and priming potential to this move outweighs the risks involved. If not hit in return, almost any roll you throw next will be a good one to start a prime thanks to your checker distribution.

    Move 2 : (13/9 , 24/21) The balanced attack and build with 13/9 plus slotting an anchor spot with 24/21 will win single games the most often of these rolls, and is suggested when gammons or backgammons are not a factor.

    Move 3 : (24/20 , 13/10) Chosen by many players, this move is aimed at making an advanced anchor on your opponents 5 point. Although it seems easily played by beginners, this move has less equity than the others according to computer simulations.

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    Opening Roll : 4 - 2  
    (8/4 , 6/4) :
    The opening roll of four and two is played properly by moving two checkers in order to make your home board 4 point. This is one of the most obvious openers, as most players realize the need to make good home board blocking points as soon as possible.
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    Opening Roll : 4 - 1  
    Move 1 : (13/9 , 24/23) Most players will chose the 'drop and split' play, balancing out the board for back checker escape or the posibility of making blocking points in your home or outer board.

    Move 2 : (13/9 , 6/5) The aggressive slotting of your home board five point can seem crazy to new players, but is not a bad play for single games. Slotting your 5 plus placing a close builder on the 9 means offence to hopefully make your home board points next turn.

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    Opening Roll : 3 - 2  
    How to open with 3 and 2 is a close decision, depending on match score, opponents, style and game type :

    Move 1 : (13/10 , 13/11) This is the aggressive move and aims to make a blocking point next turn. This play is recommended by many experts looking to attack and keep pressure on their opponents.

    Move 2 : (13/11 , 24/21) The 'split and drop' is the chosen by many players. The checker moved to 11 can help make a blocking point in the future and the back checker moved to 21 sets up to potentially make an anchor in your opponent's board next turn.

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    Opening Roll : 3 - 1  
    (8/5 , 6/5) :
    A players home board five point is a very valuable point to have control of throughout the game. This excellent opening roll will turn your five space into a blocking and priming point, preventing your opponents from an easy escape. The 'bar point' (seven) and the 'five point' , wether it's yours or your opponent's, are considered to be the two most important points to have control of as they will be an asset until the very end.
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    Opening Roll : 2 - 1  
    Move 1 : (13/11 , 6/5) While most players overlook this seemingly risky play, slotting your home board five point can be very rewarding. If you are not hit in return by your opponent, you will be a big favorite next turn to start your prime with excellent home board blocking points (6 and 5).

    Move 2 : (13/11 , 24/23) The safer play is often used by less experienced players, and still suggested by backgammon schools for single games. Although it does not have as much potential for gammons and backgammons, this simpler move may still be best for new players.

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