
Games & strategy · course 7 of 105
Count the Backgammon Race Pip by Pip
Count the backgammon race from the opening 167 pips to the last checker: what each roll moves, who leads and by how much, and the chance you bear off in one roll.
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Preview
What it teaches
The race maths every backgammon player needs: counting your pips (the start is 167), what a roll moves (doubles move four times), your new count after a roll, who leads the race and by how much, and the chance a last checker gets off in one roll (out of 36). The AI asks 3 questions, places you, shows a short card per module, then gives you one problem at a time and checks your answer against the answer key (every number in it computed by script).
How long
34 items. About 20-50 rounds plus a 12-item final: 1-2 sessions (estimate from one AI-simulated run: a strong player about 20 rounds, a beginner who misses a lot about 50; not timed with a person). The tutor gives a one-line save code at the end of each session.
The modules
4 modules, drilled one item at a time.
- M0
The words
The words
- M1
Count the pips
Count the pips
- M2
Rolls
What a roll moves
- M3
The race
Who leads, and bear-off chances
Before it teaches, it asks
- 1Do you play already, or are you learning? Online or with a board?
- 2Your checkers: 6-point ×3, 5-point ×2. What is your pip count?
- 3You roll 5-5. How many pips does the whole roll move?
What’s exact, and what isn’t
Show
Straight from the course’s own notes.
- Computed by script
- Every pip count, roll and lead; every bear-off chance by going through all 36 rolls, which reproduces the page’s own example (27/36 from the 6-point). Every key was also written by hand first and had to match.
- Sourced
- Setup, pip count, doubles, bar entry and bearing off from Wikipedia’s Backgammon article, 12 short quotes matched word for word (re-checked 2026-10-11).
- Not in it yet
- Checker play, openings, the doubling cube, bear-offs with more than one checker, racing formulas.