Read the shape as well as the pip count
Wastage is the difference between the pips on a roll and the distance actually gained when that roll is used. A 6 that bears off a checker from 1 gains only one pip. Repeated large rolls on a stack of low checkers can waste far more than the raw count suggests.
As you come home, aim for checkers that can use several different dice to bear off. Checkers evenly spread over the points often make that easier, but a position’s best distribution depends on how many checkers remain. The 1-point helps you use 1s productively. A pile there can leave you needing too many turns even when your pip count is small.
Ivory and Umber each have 21 raw pips. Ivory has six checkers left, one on each home point. Umber has ten checkers left, mostly on their 2-point.
Borne off · Ivory 9/15 · Umber 5/15
Count turns in a short race
With only a few checkers remaining, enumerate how many rolls win now and how many need another turn. For a lone checker on point 4, the only misses are the two orders of 1–2, leaving 34 winners out of 36. Double 1 finishes because it gives four moves. Any roll totalling at least four can finish that checker when the way is clear.
If you cannot finish immediately, compare what you leave with what your opponent can achieve on their next roll. Two checkers on 2 go off together whenever both dice are 2 or larger. Double 1 also finishes them in four moves. A mixed roll with a 1 and one bigger die removes only one and leaves the other on 1.
Ivory wins immediately except on 1–2 or 2–1. If Ivory misses, Umber has 26 finishing outcomes out of 36, and Ivory is then certain to finish on the following turn if there is one.
Borne off · Ivory 14/15 · Umber 13/15
Pick apart an awkward roll
When you are already bearing off, ask what the next roll will do after each candidate. A move that takes a checker off can keep more high checkers stranded. Moving down from a high point costs an immediate removal but may let more future combinations work. With only two checkers remaining, the most useful comparison may be how many rolls finish in one turn.
With 4–2 in the diagram, one option is to use both dice on 6 and leave the two checkers on 4 and 2. Another is to bear off from 4 and use the 2 to move 6/4, leaving the same pair on 4 and 2. Bearing off both matching checkers leaves one on 6 instead. For this pure race, count the finishing rolls on the two possible resulting shapes.
Ivory can take two off immediately and leave just a 6-point checker. That finishes on 27 of 36 next rolls. A checker on 4 and another on 2 can both finish on 23 of 36, including doubles 2 and 3.
Borne off · Ivory 12/15 · Umber 12/15
Practice question
Why can a player with fewer pips lose a pure race to an opponent with more pips and fewer checkers left?
Show answer
Each die usually removes at most one checker. Extra checkers, especially on low points, can require more rolls while wasting the surplus on big dice.