How to count pips in backgammon
Your pip count is the total number of steps your checkers still have to move to get home and off. Lower is better. Comparing the two counts tells you who is ahead in the race.

The basics
- A checker on your 8-point needs 8 pips; on the 24-point, 24.
- A checker on the bar counts 25. Checkers already off count 0.
- Add up every checker: that is your pip count. Both players start at 167.
- Count your opponent's checkers from their side: their 1-point is your 24-point.
Count by quarters
Adding fifteen numbers in your head is slow. Split the board into four quarters plus the bar, add each one, then add the subtotals.
A quicker trick for stacks: three checkers on the 6-point are 18, not 6 + 6 + 6. And use landmarks you know: a full starting position is 167, so think about what moved.
What the numbers tell you
In a race (no more contact), the player with the lower count is usually ahead. How much a lead is worth depends on the length of the race: an average roll moves about 8 pips (8.17 including doubles), so a 10-pip lead is a lot near the end and less with 100 pips to go.
In the example, white is 11 pips ahead and also on roll: a clear race favourite.
Questions people ask
What is the pip count at the start?
167 for each player: 2×24 + 5×13 + 3×8 + 5×6.
How much is a checker on the bar worth?
25 pips, one more than your 24-point.
How many pips does an average roll move?
About 8.17: the 36 rolls add up to 294 pips once doubles count four times.