The Timmes Race Rule
A pip-count method for doubling decisions in backgammon races, built on Axel Reichert's Isight count. Its new idea: the boost and the doubling window change with the length of the race. On Tom Keith's 51,502 rolled-out positions from real games it makes 23% fewer cube errors than Isight (whole-pip version) or 26% fewer (exact version), and about 35% fewer than the Keith count, measured on positions it was never tuned on.
The rule
- 1 per checker you have more than your opponent (2 each in races of 30 pips or less);
- 1 per crossover you have more than your opponent (a checker on points 7–12 counts 1, on 13–18 counts 2, on 19–24 counts 3);
- stacks: 2 per checker beyond 2 on the 1-point, 1 per checker beyond 2 on the 2-point, 1 per checker beyond 3 on the 3-point, 1 per checker beyond 5 on the 6-point;
- 1 per empty 4-, 5- or 6-point, only if your opponent holds his.
| Roller's pips | Boost | Double if ≤ | Redouble if ≤ | Take if ≥ |
|---|---|---|---|---|
| 12 or less* | 1/7 | 10 | 8 | 2 |
| 13–30 | 1/7 | 5 | 4 | 1 |
| 31–60 | 1/8 | 4 | 3 | 0 |
| Over 60 | 1/6 | 7 | 5 | 2 |
Exact version (most accurate): in races of 30 pips or less use 1½ per extra checker; ½ per checker beyond 2 on the 3-point; ½ per checker beyond 4 on the 6-point; and in races of 12 pips or less double if the difference is 8 or less. Everything else is the same. The Backgammon Pip Trainer app lets you choose either version.
Short bear-offs: 12 pips or less, both sides home
In the last few rolls being on roll is worth so much that a plain count misleads. Count wasted pips instead, like an effective pip count. For each side:
- 2 per checker on the ace point, 1½ per checker on the 2-point, 1 per checker on the 3-point, ½ per checker on the 4-point;
- 1½ if you have an odd number of checkers (5 checkers take as many rolls as 6);
- ½ per checker beyond 2 on any point.
Example. White, on roll: 2 on the 3-point and 1 on the 4-point (10 pips): 10 + 3 + 2 + ½ + 1½ (three checkers) = 17. Black: 2 on the ace point and 1 on the 2-point (4 pips): 4 + 3 + 4 + 1½ + 1½ = 14. Difference 17 − 14 = 3: no more than 7 − 1.7 = 5.3, so double; White is behind, so Black takes. The rollout agrees (example 1 below).
On Keith's short races (12 pips or less, both sides home) this cuts the error from 24.6 to 19.0 millipoints per decision on the half it was not tuned on. It is the same for both versions of the rule.
Worked example. White, on roll: 73 pips, one more crossover than Black, and an empty 5-point while Black holds his: 73 + 1 + 1 = 75. Black: 81. Over 60 pips, so the boost is 1/6: 75 + 12.5 = 87.5. Difference 87.5 − 81 = 6.5: 7 or less (double) and 2 or more (take), so double / take. GNU Backgammon agrees.
Results on real games
Seven methods were scored on Tom Keith's database of 51,502 rolled-out positions from real games, using Keith's and Reichert's error measure (equity lost on the double, redouble and take decisions). The positions were split in half: the Timmes rule was tuned on one half only, and the figures below for it come from the half it never saw.
Average loss per decision in millipoints (lower is better) · share of decisions wrong. Millipoints on the held-out half (25,751 positions); % wrong over the whole database.
| Method | ≤ 12 pips | 13–30 | 31–60 | Over 60 | Whole database |
|---|---|---|---|---|---|
| Timmes (exact) | 18.9 | 7.7 | 2.8 | 1.1 | 5.12 |
| Timmes (whole pips) | 18.8 | 8.5 | 2.9 | 1.3 | 5.40 |
| Isight | 30.6 | 9.9 | 3.1 | 1.6 | 6.89 |
| Keith | 34.4 | 10.4 | 4.7 | 2.1 | 8.17 |
| Ward | 69.6 | 11.9 | 4.9 | 3.8 | 11.90 |
| Keeler/Gillogly | 62.4 | 12.8 | 12.0 | 4.5 | 14.88 |
| Thorp | 63.0 | 22.5 | 19.6 | 11.6 | 22.34 |
Positions per band: 4,250 · 13,871 · 22,982 · 10,399. Our code reproduces the published totals for Keith (1,262) and Isight (1,064; 7.1% wrong). Isight was tuned on the whole database.
Other checks
| Test set | Timmes exact | Timmes whole | Isight | Keith |
|---|---|---|---|---|
| 5,364 generated races, first doubles (GNU Backgammon 3-ply) | 4.84 | 4.88 | 6.08 | 10.49 |
| Same positions, redoubles (2-ply) | 5.03 | 4.97 | 5.65 | 10.57 |
| 300 cubeful rollouts (3,000 games each) | 3.68 | 4.70 | 5.18 | 10.39 |
Four real positions where it beats Isight
Each position comes from Tom Keith's database, from the half the rule was never tuned on, with White on roll and the cube in the middle. The equities are Keith's rollouts, shown for White per point of cube value. Doubling is right when Double/take beats No double; taking is right when Double/take is below +1.000, which is what White gets if Black passes.
These four were chosen because Isight's mistakes there are large; see sixteen randomly chosen positions, both ways. It isn't right every time: on the held-out half, the whole-pip version is right and Isight wrong on 1,256 double and take decisions, and Isight right and Timmes wrong on 811. For the exact version it is 1,179 against 677.
1. Very short race: White 10 pips, Black 4
White (on roll, bottom) 10 pips, 3 checkers · Black 4 pips, 3 checkers · White wins 74% (cubeless) · GNU Backgammon ID (checkers only; White on roll, cube centred) CwAAwAIAAAAAAA
See how each method counts it:
- 10 pips
- 4 pips
- +1 empty 4-point, opponent holds his
Isight: boost 1/6, double if ≤ 6, take if ≥ 2
10 + 10/6 = 11.7 · 11.7 − 5 = 6.7 → No double
- 10 pips
- +3 base
- +2 2 on the 3-point × 1
- +½ 1 on the 4-point × ½
- +1½ odd number of checkers (3)
- 4 pips
- +3 base
- +4 2 on the ace point × 2
- +1½ 1 on the 2-point × 1½
- +1½ odd number of checkers (3)
Timmes whole pips: short bear-off count (White has 10 pips, both sides home). No boost; double if the difference is ≤ 7 − 17/10 = 5.3, take if ≥ 1
17 − 14 = 3 → Double / take
- 10 pips
- +3 base
- +2 2 on the 3-point × 1
- +½ 1 on the 4-point × ½
- +1½ odd number of checkers (3)
- 4 pips
- +3 base
- +4 2 on the ace point × 2
- +1½ 1 on the 2-point × 1½
- +1½ odd number of checkers (3)
Timmes exact: short bear-off count (White has 10 pips, both sides home). No boost; double if the difference is ≤ 7 − 17/10 = 5.3, take if ≥ 1
17 − 14 = 3 → Double / take
| Method | White (+ boost) | Black | Difference | Says |
|---|---|---|---|---|
| Isight | 10 + 1/6 = 11.7 | 5 | 6.7 | No double ✗ |
| Timmes (whole pips) | 17 (short count) | 14 | 3 | Double / take ✓ |
| Timmes (exact) | 17 (short count) | 14 | 3 | Double / take ✓ |
In a bear-off this short, being on roll is worth a lot. Isight says hold the cube. The Timmes short bear-off count makes White 17 and Black 14: White is 3 behind, but the double limit is 7 − 1.7 = 5.3, and Black takes because White is behind. The Isight mistake costs 0.368 of a point per cube.
2. Short race: Black has three extra checkers
White (on roll, bottom) 18 pips, 4 checkers · Black 14 pips, 7 checkers · White wins 90% (cubeless) · GNU Backgammon ID (checkers only; White on roll, cube centred) uwEAAIwBAAAAAA
See how each method counts it:
- 18 pips
- 14 pips
- +1 3 checkers on the 2-point: 1 each beyond 2
- +1 empty 6-point, opponent holds his
- +3 3 more checkers left than the opponent (7 vs 4)
Isight: boost 1/6, double if ≤ 6, take if ≥ 2
18 + 18/6 = 21 · 21 − 19 = 2 → Double / take
- 18 pips
- 14 pips
- +1 3 checkers on the 2-point: 1 each beyond 2
- +1 empty 6-point, opponent holds his
- +6 3 more checkers left than the opponent (7 vs 4) × 2 (race of 30 pips or less)
Timmes whole pips (roller has 18 pips: boost 1/7, double if ≤ 5, take if ≥ 1)
18 + 18/7 = 20.6 · 20.6 − 22 = -1.4 → Double / pass
- 18 pips
- 14 pips
- +1 3 checkers on the 2-point: 1 each beyond 2
- +1 empty 6-point, opponent holds his
- +4.5 3 more checkers left than the opponent (7 vs 4) × 1.5 (race of 30 pips or less)
Timmes exact (roller has 18 pips: boost 1/7, double if ≤ 5, take if ≥ 1)
18 + 18/7 = 20.6 · 20.6 − 20.5 = 0.1 → Double / pass
| Method | White (+ boost) | Black | Difference | Says |
|---|---|---|---|---|
| Isight | 18 + 1/6 = 21 | 19 | 2 | Double / take ✗ |
| Timmes (whole pips) | 18 + 1/7 = 20.6 | 22 | -1.4 | Double / pass ✓ |
| Timmes (exact) | 18 + 1/7 = 20.6 | 20.5 | 0.1 | Double / pass ✓ |
Black has three more checkers left than White. In a race this short every extra checker costs close to a whole roll, so the Timmes rule charges 2 each (1½ in the exact version) where Isight charges 1. Isight's take becomes a pass. The Isight mistake costs 0.572 of a point per cube.
3. Middle race: 40 pips against 46
White (on roll, bottom) 40 pips, 11 checkers · Black 46 pips, 11 checkers · White wins 73% (cubeless) · GNU Backgammon ID (checkers only; White on roll, cube centred) 2tsAANDOCwAAAA
See how each method counts it:
- 40 pips
- +1 empty 4-point, opponent holds his
- 46 pips
Isight: boost 1/6, double if ≤ 6, take if ≥ 2
41 + 41/6 = 47.8 · 47.8 − 46 = 1.8 → Double / pass
- 40 pips
- +1 empty 4-point, opponent holds his
- 46 pips
Timmes whole pips (roller has 40 pips: boost 1/8, double if ≤ 4, take if ≥ 0)
41 + 41/8 = 46.1 · 46.1 − 46 = 0.1 → Double / take
- 40 pips
- +½ 3 checkers on the 3-point: ½ each beyond 2
- +1 empty 4-point, opponent holds his
- 46 pips
Timmes exact (roller has 40 pips: boost 1/8, double if ≤ 4, take if ≥ 0)
41.5 + 41.5/8 = 46.7 · 46.7 − 46 = 0.7 → Double / take
| Method | White (+ boost) | Black | Difference | Says |
|---|---|---|---|---|
| Isight | 41 + 1/6 = 47.8 | 46 | 1.8 | Double / pass ✗ |
| Timmes (whole pips) | 41 + 1/8 = 46.1 | 46 | 0.1 | Double / take ✓ |
| Timmes (exact) | 41.5 + 1/8 = 46.7 | 46 | 0.7 | Double / take ✓ |
In races of 31–60 pips Isight's 1/6 boost overstates the roller's edge. The Timmes boost is 1/8, and the take line moves to 0, so this stays a take, as the rollouts say. The Isight mistake costs 0.246 of a point per cube.
4. Long race: White stacked on the 6-point
White (on roll, bottom) 70 pips, 13 checkers · Black 76 pips, 15 checkers · White wins 74% (cubeless) · GNU Backgammon ID (checkers only; White on roll, cube centred) 2u4rAADo9wMAAA
See how each method counts it:
- 70 pips
- 76 pips
- +2 2 more checkers left than the opponent (15 vs 13)
- +2 2 more crossovers than the opponent (2 vs 0)
Isight: boost 1/6, double if ≤ 6, take if ≥ 2
70 + 70/6 = 81.7 · 81.7 − 80 = 1.7 → Double / pass
- 70 pips
- +1 6 checkers on the 6-point: 1 each beyond 5
- 76 pips
- +2 2 more checkers left than the opponent (15 vs 13)
- +2 2 more crossovers than the opponent (2 vs 0)
Timmes whole pips (roller has 70 pips: boost 1/6, double if ≤ 7, take if ≥ 2)
71 + 71/6 = 82.8 · 82.8 − 80 = 2.8 → Double / take
- 70 pips
- +1 6 checkers on the 6-point: ½ each beyond 4
- 76 pips
- +½ 5 checkers on the 6-point: ½ each beyond 4
- +2 2 more checkers left than the opponent (15 vs 13)
- +2 2 more crossovers than the opponent (2 vs 0)
Timmes exact (roller has 70 pips: boost 1/6, double if ≤ 7, take if ≥ 2)
71 + 71/6 = 82.8 · 82.8 − 80.5 = 2.3 → Double / take
| Method | White (+ boost) | Black | Difference | Says |
|---|---|---|---|---|
| Isight | 70 + 1/6 = 81.7 | 80 | 1.7 | Double / pass ✗ |
| Timmes (whole pips) | 71 + 1/6 = 82.8 | 80 | 2.8 | Double / take ✓ |
| Timmes (exact) | 71 + 1/6 = 82.8 | 80.5 | 2.3 | Double / take ✓ |
White has six checkers on his 6-point, which wastes pips. Isight has no penalty for it; the Timmes rule adds 1 (whole pips) and the boost carries that through. Isight's pass becomes a take. The Isight mistake costs 0.197 of a point per cube.
See 16 random positions, both ways: where Timmes wins and where Isight wins →
Effective pip count in the bear-off
In a bear-off the plain pip count understates how long you need, because some pips are wasted: a 6 that takes a checker off the 2-point wastes 4. Walter Trice's effective pip count (EPC) adds the waste back. It is the expected number of rolls to bear off, times 49/6.
- 2 per checker on the ace point, 1 per checker on the 2-point, ½ per checker on the 3-point;
- ½ per gap (an empty point below your highest checker);
- ½ per checker beyond 3 on any point.
Example. 1 on the 2-point, 2 on the 4, 1 on the 5, 2 on the 6 = 27 pips. 27 + 4½ + 1 (2-point) + 1 (gaps on the 1 and 3) = 33.5. The exact EPC is 33.5.
We computed the exact EPC of every possible bear-off position (54,263 of them; ours match Trice's and Matussek's published figures) and scored each rule on the bear-offs that actually occur in Keith's real games (75,616 sides).
| Average error (pips) | All real positions | 1–4 checkers | 5–8 | 9–12 | 13–15 | Within 1 pip |
|---|---|---|---|---|---|---|
| Timmes EPC | 0.84 | 0.87 | 0.77 | 0.71 | 1.07 | 68% |
| Matussek (2004) | 1.49 | 0.64 | 0.65 | 1.34 | 2.92 | 44% |
| Trice: pips + 7 | 4.14 | meant for "nice" positions only | ||||
The first column is the half of the positions the rule was not fitted on. With 8 checkers or fewer, Joachim Matussek's seven-number formula is more accurate; use it there if you know it. For a pure stack on the ace point use Trice's exact rule: 7 × rolls + 1.
Credit where it is due
The Timmes Race Rule refines earlier work. New here: the boost and window that change with race length, the heavier checker penalty in short races, the retuned stack penalties, the short bear-off count, the Timmes EPC rule, and the measurement behind them.
| Idea | From |
|---|---|
| The adjusted count (relative checkers, crossovers and gaps; 1-, 2-, 3-point stacks), the 1/6 boost | Axel Reichert, “Insights with Isight” (2014) |
| Adjusted counts compared with a boost and a fixed window | Edward O. Thorp; described by Jeff Ward and Bill Robertie |
| Checker penalties; extra cost for checkers outside home | Thorp; Emmett Keeler and Jim Gillogly; Jeff Ward (1982) |
| Stack and gap penalties; the error measure; the real-game database | Tom Keith, “Cube Handling in Noncontact Positions” (2004) |
| The effective pip count; 7 × rolls + 1; "nice positions waste 7" | Walter Trice, “Effective Pip Count” (2000) |
| Per-point wastage formula for the EPC | Joachim Matussek, “How to calculate exact game winning chances during bearoff” (2004) |
| Rollouts and evaluations | GNU Backgammon |
Still open
- More to remember than Isight: a table of four race lengths. The whole-pip version keeps the sums simple.
- Short bear-offs are still the hardest part: even with the short count the error there (19 millipoints) is several times the average. Exact tables remain better.
- Independent replication: code and data are available on request.
Comments and corrections are welcome: [email protected].
How to cite
The rule is built into Backgammon Pip Trainer, which shows the verdict and its sums after every race position.