Backgammon notation
Books, bots and players all write moves the same simple way: where a checker starts, a slash, and where it lands. Once you know how the points are numbered you can read any backgammon analysis.
How the points are numbered
The 24 points are numbered from 1 to 24, and each player numbers them from their own side. Your 1-point is the last point in your home board, the one closest to where you bear off. Your 24-point is the furthest point from home, in your opponent's home board, where two of your checkers start. You move your checkers from higher numbers to lower numbers.
Because each player counts from their own side, every point has two numbers. Your 24-point is your opponent's 1-point, your 13-point (the midpoint) is their 12-point, and in general your point n is their point 25 - n. The bar is sometimes treated as point 25, and bearing off as moving to point 0.
Some points have names you will see in books: the 7-point is the bar point, the 13-point is the midpoint, the 5-point is the golden point and the 1-point is the ace-point. The glossary has the rest.
Writing a move
Each part of a move is written as from/to, always counted from the side of the player who is moving. The parts of one roll are separated by spaces. A roll is usually written first with the larger number: "6-5" or "65", then the play.
| Notation | Meaning |
|---|---|
| 8/5 6/5 | One checker from the 8-point to the 5-point, one from the 6-point to the 5-point. The 3-1 opening. |
| 24/13 | One checker from the 24-point to the 13-point, using both dice of a 6-5. |
| 24/18 13/11 | Two checkers moved separately with 6-2. |
| 13/11(2) | Two checkers from the 13-point to the 11-point. The number in brackets is how many checkers made the same move. |
| bar/22 | Enter a checker from the bar onto the 22-point (with a 3). |
| bar/20 13/11 | Enter with a 5, then play a 2 elsewhere. |
| 13/7* | Move to the 7-point and hit the blot there. The asterisk marks a hit. |
| 13/7*/5 | Hit on the 7-point on the way, then continue to the 5-point. |
| 6/off | Bear off a checker from the 6-point. |
When one checker uses both dice, writers either give only the start and end (24/13) or show the stop in between (24/18/13). Both mean the same move; showing the intermediate point is useful when it matters which die was played first, for example when one route is blocked or passes through a hit.
Doubles are four moves. A 2-2 might be written 13/11(2) 6/4(2): two checkers from the 13-point to the 11-point and two from the 6-point to the 4-point. When one checker makes several of the four moves, its route is written in full or shortened: with 6-6, 24/18/12 and 24/12 mean the same thing. A common reply with 6-6 early in the game is 24/18(2) 13/7(2).
Examples on the board
The arrows show each play from the light player's side.
Hits, the bar and bearing off
Hits: the asterisk
An asterisk after the landing point means the move hit an opposing blot. In the diagram below, your opponent has split their back checkers, leaving a blot on your 2-point. With 6-4 you can hit it and make the point at the same time.
If a checker hits on the way and keeps going, the asterisk goes on the point where the hit happened: 13/7*/5 hits on the 7-point and then moves on to the 5-point.
The bar
A checker on the bar enters into your opponent's home board, which is points 19 to 24 from your side. So a 3 enters on your 22-point and is written bar/22. A 6 enters on the 19-point: bar/19. A checker that cannot enter is described as dancing, and no move is written.
Bearing off
Removing a checker is written with "off" as the destination. With 6-5 in a bear-off you might play 6/off 5/off. If a checker moves first and then comes off, write the route: 6/1/off.
The rules behind these moves are covered in how to play and bearing off.
Recording games and matches
A full game record lists each turn with the player, the dice and the play, plus any cube actions. A typical line looks like "64: 8/2* 6/2". Cube actions are written in words: "Doubles to 2", "Takes", "Drops" (or "Passes"). At the end of a game the record notes who won and how many points.
Analysis programs such as GNU Backgammon and eXtreme Gammon use the same move notation in their output. They list candidate plays in this form and rank them by equity, so learning notation lets you read bot analysis directly. They can also save and load matches in text formats, and both have a compact code for a single position (GNU Backgammon's Position ID and eXtreme Gammon's XGID) that you can paste to share a position.
Opening books are written in notation too. Our opening moves guide gives every opening roll as a play like 13/7 8/7 or 24/23 13/8, with a diagram for each.
When you write your own notes, record the roll and your play, then compare it with the hint in the game. Play a game with point numbers turned on and try naming each move before you make it.
Questions
What does 8/5 6/5 mean in backgammon?
It means one checker moves from the 8-point to the 5-point and another moves from the 6-point to the 5-point. It is the standard way to play an opening 3-1, making the 5-point.
What does the asterisk mean in backgammon notation?
An asterisk after a point number means the move hit an opposing blot there. For example 13/7* means a checker moved from the 13-point to the 7-point and hit.
Why does my 24-point have a different number for my opponent?
Each player numbers the points from their own side, from 1 (the point furthest along) to 24. Your 24-point is your opponent's 1-point, and in general your point n is their point 25 minus n.
What does (2) mean after a move?
It means that move was made by two checkers. 13/11(2) is the same as 13/11 13/11.
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