Count each checker’s distance
Multiply the number of checkers on a point by that point’s number from the owning player’s perspective. Add the results. A checker on the bar counts as 25 and a checker off counts as zero. In the opening, each player has 2 × 24 + 5 × 13 + 3 × 8 + 5 × 6 = 167 pips.
The lower count usually leads a pure race. A full 6–5 normally subtracts eleven pips. A hit can add many pips to your opponent’s count immediately. For example, hitting their 4-point blot sends it from four pips away to 25 pips away, a setback of 21 pips.
Each colour uses its own distances. On the picture, the two Umber checkers on printed point 1 contribute 48 pips because it is their 24-point.
Recognise a pure race
When the players have passed each other and neither can hit or block the other, the game is a pure race. In the picture, all Ivory checkers are on point 10 or lower, and all Umber checkers are on 16 or higher. Ivory moves down and Umber moves up, so their paths no longer meet.
If you are ahead while there is still contact, consider whether you can break it safely. If you are behind, holding an anchor may preserve a path to a hit. The pip lead can influence that choice, but also check whether you have the roll and whether either side has rear checkers that can be trapped.
Ivory has 74 pips: 20 + 18 + 15 + 12 + 6 + 2 + 1 = 74. Umber has 63 pips: 9 + 12 + 15 + 16 + 6 + 4 + 1 = 63. The smaller count belongs to Umber.
Bring the farthest checkers home efficiently
Avoid leaving a lone checker far from home while you move several other checkers onto very low points. The rear checker can force a wait before bear-off. Once everybody is home, high stacks on the 1- and 2-points can waste large dice. This can make two positions with the same raw pip count quite different in practice.
Plan the next roll while playing this one. Look for routes that bring high checkers down and leave a spread across several points. Once you can bear off in a pure race, removing checkers generally helps, but a play that clears an awkward high point can be better than one that strands it.
Play 10/4 and 10/6, bringing the last two outside checkers home. Using both dice on one runner instead would leave the other on 10.
Practice question
Ivory has three checkers on 5, two on 2, one on the bar and nine off. What is the pip count?
Show answer
44 pips. Count 3 × 5 + 2 × 2 + 25.