← The Timmes Race Rule

Sample positions, both ways

By Henry Timmes · October 10, 2026

The rule page shows four positions where the Timmes Race Rule beats Isight. Those four were picked because Isight's mistakes there are large. To be fair, this page shows positions picked at random: eight where Timmes is right and Isight wrong, and eight where Isight is right and Timmes wrong.

How the positions were picked

All disagreements, not just these sixteen

Every double and take decision in the held-out half where exactly one of the two methods is right:

Roller's pipsTimmes right, Isight wrongPoints Isight losesIsight right, Timmes wrongPoints Timmes loses
12 or less30188.414833.2
13–3056075.640357.2
31–6018913.312610.3
Over 602067.21344.0
All1,256184.6811104.7

"Points lost" is the total equity given away on those decisions, per point of cube value, from Keith's rollouts. The held-out half has 51,502 double and take decisions; on all the others the two methods are both right or both wrong.

How to read each position: White is on roll at the bottom, the cube is in the middle, and the equities are Keith's rollouts for White. Doubling is right when Double/take beats No double; taking is right when Double/take is below +1.000. The GNU Backgammon ID only records the checkers: paste it into GNU Backgammon with White on roll and the cube centred to check the position yourself.

Where Timmes is right and Isight is wrong

1. 12 or less pips: White 8, Black 13

12263456789101112121110987655443241BlackWhite+1+1+1+4+5+3+½+4+5+3+½
Black
Pips13
Point extras—
Extra checkers—
Crossovers—
Count13
White (on roll)
Pips8
Point extras+3
Extra checkers+1
Crossovers—
Count12
Black · short count
Pips13
Base+3
Point extras+3.5
Odd number—
Count19.5
White (on roll) · short count
Pips8
Base+3
Point extras+9
Odd number+1½
Count21.5
Black · short count
Pips13
Base+3
Point extras+3.5
Odd number—
Count19.5
White (on roll) · short count
Pips8
Base+3
Point extras+9
Odd number+1½
Count21.5

White (on roll, bottom) 8 pips, 5 checkers · Black 13 pips, 4 checkers · White wins 68% (cubeless) · GNU Backgammon ID (checkers only; White on roll, cube centred) pgAAYAcAAAAAAA

See how each method counts it:

White (on roll)
  • 8 pips
  • +1 3 checkers on the 2-point: 1 each beyond 2
  • +1 empty 4-point, opponent holds his
  • +1 empty 5-point, opponent holds his
  • +1 1 more checker left than the opponent (5 vs 4)
= 12
Black
  • 13 pips
= 13

Isight: boost 1/6, double if ≤ 6, take if ≥ 2
12 + 12/6 = 14 · 14 − 13 = 1 → Double / pass

White (on roll)
  • 8 pips
  • +3 base
  • +4 2 on the ace point × 2
  • +4.5 3 on the 2-point × 1½
  • +½ 3 on the 2-point: ½ each beyond 2
  • +1½ odd number of checkers (5)
= 21.5
Black
  • 13 pips
  • +3 base
  • +3 2 on the 2-point × 1½
  • +½ 1 on the 4-point × ½
= 19.5

Timmes whole pips: short bear-off count (White has 8 pips, both sides home). No boost; double if the difference is ≤ 7 − 21.5/10 = 4.85, take if ≥ 1
21.5 − 19.5 = 2 → Double / take

White (on roll)
  • 8 pips
  • +3 base
  • +4 2 on the ace point × 2
  • +4.5 3 on the 2-point × 1½
  • +½ 3 on the 2-point: ½ each beyond 2
  • +1½ odd number of checkers (5)
= 21.5
Black
  • 13 pips
  • +3 base
  • +3 2 on the 2-point × 1½
  • +½ 1 on the 4-point × ½
= 19.5

Timmes exact: short bear-off count (White has 8 pips, both sides home). No boost; double if the difference is ≤ 7 − 21.5/10 = 4.85, take if ≥ 1
21.5 − 19.5 = 2 → Double / take

No double+0.389
Double / take+0.551
Double / pass+1.000
Rollout saysDouble / take
MethodWhite (+ boost)BlackDifferenceSays
Isight12 + 1/6 = 14131Double / pass ✗
Timmes (whole pips)21.5 (short count)19.52Double / take ✓
Timmes (exact)21.5 (short count)19.52Double / take ✓

The Isight mistake costs 0.449 of a point per cube.

2. 12 or less pips: White 7, Black 9

15223456789101112121110987654332412BlackWhite+6+11.5+1½+4+3+1+11.5+1½+4+3+1
Black
Pips9
Point extras—
Extra checkers—
Crossovers—
Count9
White (on roll)
Pips7
Point extras+6
Extra checkers+1
Crossovers—
Count14
Black · short count
Pips9
Base+3
Point extras+8
Odd number+1½
Count21.5
White (on roll) · short count
Pips7
Base+3
Point extras+13
Odd number—
Count23
Black · short count
Pips9
Base+3
Point extras+8
Odd number+1½
Count21.5
White (on roll) · short count
Pips7
Base+3
Point extras+13
Odd number—
Count23

White (on roll, bottom) 7 pips, 6 checkers · Black 9 pips, 5 checkers · White wins 80% (cubeless) · GNU Backgammon ID (checkers only; White on roll, cube centred) WwAAwBcAAAAAAA

See how each method counts it:

White (on roll)
  • 7 pips
  • +6 5 checkers on the 1-point: 2 each beyond 2
  • +1 1 more checker left than the opponent (6 vs 5)
= 14
Black
  • 9 pips
= 9

Isight: boost 1/6, double if ≤ 6, take if ≥ 2
14 + 14/6 = 16.3 · 16.3 − 9 = 7.3 → No double

White (on roll)
  • 7 pips
  • +3 base
  • +10 5 on the ace point × 2
  • +1½ 1 on the 2-point × 1½
  • +1½ 5 on the 1-point: ½ each beyond 2
= 23
Black
  • 9 pips
  • +3 base
  • +4 2 on the ace point × 2
  • +3 2 on the 2-point × 1½
  • +1 1 on the 3-point × 1
  • +1½ odd number of checkers (5)
= 21.5

Timmes whole pips: short bear-off count (White has 7 pips, both sides home). No boost; double if the difference is ≤ 7 − 23/10 = 4.7, take if ≥ 1
23 − 21.5 = 1.5 → Double / take

White (on roll)
  • 7 pips
  • +3 base
  • +10 5 on the ace point × 2
  • +1½ 1 on the 2-point × 1½
  • +1½ 5 on the 1-point: ½ each beyond 2
= 23
Black
  • 9 pips
  • +3 base
  • +4 2 on the ace point × 2
  • +3 2 on the 2-point × 1½
  • +1 1 on the 3-point × 1
  • +1½ odd number of checkers (5)
= 21.5

Timmes exact: short bear-off count (White has 7 pips, both sides home). No boost; double if the difference is ≤ 7 − 23/10 = 4.7, take if ≥ 1
23 − 21.5 = 1.5 → Double / take

No double+0.773
Double / take+1.181
Double / pass+1.000
Rollout saysDouble / pass
MethodWhite (+ boost)BlackDifferenceSays
Isight14 + 1/6 = 16.397.3No double ✗
Timmes (whole pips)23 (short count)21.51.5Double / take ✗
Timmes (exact)23 (short count)21.51.5Double / take ✗

The Isight mistake costs 0.408 of a point per cube.

3. 13–30 pips: White 20, Black 15

1223348567789101112121110987654362613BlackWhite+2+1+1+2+1+1+2+1+1
Black
Pips15
Point extras+4
Extra checkers+3
Crossovers—
Count22
White (on roll)
Pips20
Point extras—
Extra checkers—
Crossovers+1
Count21
Black
Pips15
Point extras+4
Extra checkers+6
Crossovers—
Count25
White (on roll)
Pips20
Point extras—
Extra checkers—
Crossovers+1
Count21
Black
Pips15
Point extras+4
Extra checkers+4.5
Crossovers—
Count23.5
White (on roll)
Pips20
Point extras—
Extra checkers—
Crossovers+1
Count21

White (on roll, bottom) 20 pips, 5 checkers · Black 15 pips, 8 checkers · White wins 82% (cubeless) · GNU Backgammon ID (checkers only; White on roll, cube centred) dwMAANQIAAAAAA

See how each method counts it:

White (on roll)
  • 20 pips
  • +1 1 more crossover than the opponent (1 vs 0)
= 21
Black
  • 15 pips
  • +2 3 checkers on the 1-point: 2 each beyond 2
  • +1 3 checkers on the 2-point: 1 each beyond 2
  • +1 empty 4-point, opponent holds his
  • +3 3 more checkers left than the opponent (8 vs 5)
= 22

Isight: boost 1/6, double if ≤ 6, take if ≥ 2
21 + 21/6 = 24.5 · 24.5 − 22 = 2.5 → Double / take

White (on roll)
  • 20 pips
  • +1 1 more crossover than the opponent (1 vs 0)
= 21
Black
  • 15 pips
  • +2 3 checkers on the 1-point: 2 each beyond 2
  • +1 3 checkers on the 2-point: 1 each beyond 2
  • +1 empty 4-point, opponent holds his
  • +6 3 more checkers left than the opponent (8 vs 5) × 2 (race of 30 pips or less)
= 25

Timmes whole pips (roller has 20 pips: boost 1/7, double if ≤ 5, take if ≥ 1)
21 + 21/7 = 24 · 24 − 25 = -1 → Double / pass

White (on roll)
  • 20 pips
  • +1 1 more crossover than the opponent (1 vs 0)
= 21
Black
  • 15 pips
  • +2 3 checkers on the 1-point: 2 each beyond 2
  • +1 3 checkers on the 2-point: 1 each beyond 2
  • +1 empty 4-point, opponent holds his
  • +4.5 3 more checkers left than the opponent (8 vs 5) × 1.5 (race of 30 pips or less)
= 23.5

Timmes exact (roller has 20 pips: boost 1/7, double if ≤ 5, take if ≥ 1)
21 + 21/7 = 24 · 24 − 23.5 = 0.5 → Double / pass

No double+0.878
Double / take+1.272
Double / pass+1.000
Rollout saysDouble / pass
MethodWhite (+ boost)BlackDifferenceSays
Isight21 + 1/6 = 24.5222.5Double / take ✗
Timmes (whole pips)21 + 1/7 = 2425-1Double / pass ✓
Timmes (exact)21 + 1/7 = 2423.50.5Double / pass ✓

The Isight mistake costs 0.272 of a point per cube.

4. 13–30 pips: White 27, Black 19

6112636456789101112121114109876543321214BlackWhite+1+4+4+1+4+4+1+4+4
Black
Pips19
Point extras+8
Extra checkers+4
Crossovers—
Count31
White (on roll)
Pips27
Point extras+1
Extra checkers—
Crossovers+2
Count30
Black
Pips19
Point extras+8
Extra checkers+8
Crossovers—
Count35
White (on roll)
Pips27
Point extras+1
Extra checkers—
Crossovers+2
Count30
Black
Pips19
Point extras+8
Extra checkers+6
Crossovers—
Count33
White (on roll)
Pips27
Point extras+1
Extra checkers—
Crossovers+2
Count30

White (on roll, bottom) 27 pips, 7 checkers · Black 19 pips, 11 checkers · White wins 84% (cubeless) · GNU Backgammon ID (checkers only; White on roll, cube centred) 7xcAANANgAAAAA

See how each method counts it:

White (on roll)
  • 27 pips
  • +1 3 checkers on the 2-point: 1 each beyond 2
  • +2 2 more crossovers than the opponent (2 vs 0)
= 30
Black
  • 19 pips
  • +4 4 checkers on the 1-point: 2 each beyond 2
  • +4 6 checkers on the 2-point: 1 each beyond 2
  • +4 4 more checkers left than the opponent (11 vs 7)
= 31

Isight: boost 1/6, double if ≤ 6, take if ≥ 2
30 + 30/6 = 35 · 35 − 31 = 4 → Double / take

White (on roll)
  • 27 pips
  • +1 3 checkers on the 2-point: 1 each beyond 2
  • +2 2 more crossovers than the opponent (2 vs 0)
= 30
Black
  • 19 pips
  • +4 4 checkers on the 1-point: 2 each beyond 2
  • +4 6 checkers on the 2-point: 1 each beyond 2
  • +8 4 more checkers left than the opponent (11 vs 7) × 2 (race of 30 pips or less)
= 35

Timmes whole pips (roller has 27 pips: boost 1/7, double if ≤ 5, take if ≥ 1)
30 + 30/7 = 34.3 · 34.3 − 35 = -0.7 → Double / pass

White (on roll)
  • 27 pips
  • +1 3 checkers on the 2-point: 1 each beyond 2
  • +2 2 more crossovers than the opponent (2 vs 0)
= 30
Black
  • 19 pips
  • +4 4 checkers on the 1-point: 2 each beyond 2
  • +4 6 checkers on the 2-point: 1 each beyond 2
  • +6 4 more checkers left than the opponent (11 vs 7) × 1.5 (race of 30 pips or less)
= 33

Timmes exact (roller has 27 pips: boost 1/7, double if ≤ 5, take if ≥ 1)
30 + 30/7 = 34.3 · 34.3 − 33 = 1.3 → Double / take

No double+0.890
Double / take+1.301
Double / pass+1.000
Rollout saysDouble / pass
MethodWhite (+ boost)BlackDifferenceSays
Isight30 + 1/6 = 35314Double / take ✗
Timmes (whole pips)30 + 1/7 = 34.335-0.7Double / pass ✓
Timmes (exact)30 + 1/7 = 34.3331.3Double / take ✗

The Isight mistake costs 0.301 of a point per cube.

5. 31–60 pips: White 60, Black 67

12243648515618778910111212121110988766515412392411BlackWhite+½
Black
Pips67
Point extras—
Extra checkers—
Crossovers+1
Count68
White (on roll)
Pips60
Point extras—
Extra checkers—
Crossovers—
Count60
Black
Pips67
Point extras—
Extra checkers—
Crossovers+1
Count68
White (on roll)
Pips60
Point extras—
Extra checkers—
Crossovers—
Count60
Black
Pips67
Point extras+½
Extra checkers—
Crossovers+1
Count68.5
White (on roll)
Pips60
Point extras—
Extra checkers—
Crossovers—
Count60

White (on roll, bottom) 60 pips, 15 checkers · Black 67 pips, 15 checkers · White wins 79% (cubeless) · GNU Backgammon ID (checkers only; White on roll, cube centred) 7e4SAgDbdhcAAA

See how each method counts it:

White (on roll)
  • 60 pips
= 60
Black
  • 67 pips
  • +1 1 more crossover than the opponent (2 vs 1)
= 68

Isight: boost 1/6, double if ≤ 6, take if ≥ 2
60 + 60/6 = 70 · 70 − 68 = 2 → Double / take

White (on roll)
  • 60 pips
= 60
Black
  • 67 pips
  • +1 1 more crossover than the opponent (2 vs 1)
= 68

Timmes whole pips (roller has 60 pips: boost 1/8, double if ≤ 4, take if ≥ 0)
60 + 60/8 = 67.5 · 67.5 − 68 = -0.5 → Double / pass

White (on roll)
  • 60 pips
= 60
Black
  • 67 pips
  • +½ 3 checkers on the 3-point: ½ each beyond 2
  • +1 1 more crossover than the opponent (2 vs 1)
= 68.5

Timmes exact (roller has 60 pips: boost 1/8, double if ≤ 4, take if ≥ 0)
60 + 60/8 = 67.5 · 67.5 − 68.5 = -1 → Double / pass

No double+0.854
Double / take+1.037
Double / pass+1.000
Rollout saysDouble / pass
MethodWhite (+ boost)BlackDifferenceSays
Isight60 + 1/6 = 70682Double / take ✗
Timmes (whole pips)60 + 1/8 = 67.568-0.5Double / pass ✓
Timmes (exact)60 + 1/8 = 67.568.5-1Double / pass ✓

The Isight mistake costs 0.037 of a point per cube.

6. 31–60 pips: White 37, Black 42

12263341651067891011121211109876652041233211BlackWhite+1+1+1+1+1+1
Black
Pips42
Point extras—
Extra checkers—
Crossovers—
Count42
White (on roll)
Pips37
Point extras+2
Extra checkers+2
Crossovers—
Count41
Black
Pips42
Point extras—
Extra checkers—
Crossovers—
Count42
White (on roll)
Pips37
Point extras+2
Extra checkers+2
Crossovers—
Count41
Black
Pips42
Point extras—
Extra checkers—
Crossovers—
Count42
White (on roll)
Pips37
Point extras+2
Extra checkers+2
Crossovers—
Count41

White (on roll, bottom) 37 pips, 12 checkers · Black 42 pips, 10 checkers · White wins 65% (cubeless) · GNU Backgammon ID (checkers only; White on roll, cube centred) 6V4AANj1BgAAAA

See how each method counts it:

White (on roll)
  • 37 pips
  • +1 3 checkers on the 2-point: 1 each beyond 2
  • +1 empty 6-point, opponent holds his
  • +2 2 more checkers left than the opponent (12 vs 10)
= 41
Black
  • 42 pips
= 42

Isight: boost 1/6, double if ≤ 6, take if ≥ 2
41 + 41/6 = 47.8 · 47.8 − 42 = 5.8 → Double / take

White (on roll)
  • 37 pips
  • +1 3 checkers on the 2-point: 1 each beyond 2
  • +1 empty 6-point, opponent holds his
  • +2 2 more checkers left than the opponent (12 vs 10)
= 41
Black
  • 42 pips
= 42

Timmes whole pips (roller has 37 pips: boost 1/8, double if ≤ 4, take if ≥ 0)
41 + 41/8 = 46.1 · 46.1 − 42 = 4.1 → No double

White (on roll)
  • 37 pips
  • +1 3 checkers on the 2-point: 1 each beyond 2
  • +1 empty 6-point, opponent holds his
  • +2 2 more checkers left than the opponent (12 vs 10)
= 41
Black
  • 42 pips
= 42

Timmes exact (roller has 37 pips: boost 1/8, double if ≤ 4, take if ≥ 0)
41 + 41/8 = 46.1 · 46.1 − 42 = 4.1 → No double

No double+0.469
Double / take+0.415
Double / pass+1.000
Rollout saysNo double
MethodWhite (+ boost)BlackDifferenceSays
Isight41 + 1/6 = 47.8425.8Double / take ✗
Timmes (whole pips)41 + 1/8 = 46.1424.1No double ✓
Timmes (exact)41 + 1/8 = 46.1424.1No double ✓

The Isight mistake costs 0.054 of a point per cube.

7. Over 60 pips: White 75, Black 81

61243648515624778910111112121211109876365154163221BlackWhite+1+1
Black
Pips81
Point extras—
Extra checkers—
Crossovers—
Count81
White (on roll)
Pips75
Point extras—
Extra checkers—
Crossovers+1
Count76
Black
Pips81
Point extras+1
Extra checkers—
Crossovers—
Count82
White (on roll)
Pips75
Point extras—
Extra checkers—
Crossovers+1
Count76
Black
Pips81
Point extras+1
Extra checkers—
Crossovers—
Count82
White (on roll)
Pips75
Point extras—
Extra checkers—
Crossovers+1
Count76

White (on roll, bottom) 75 pips, 15 checkers · Black 81 pips, 15 checkers · White wins 71% (cubeless) · GNU Backgammon ID (checkers only; White on roll, cube centred) 8u4HAgC23QsBAA

See how each method counts it:

White (on roll)
  • 75 pips
  • +1 1 more crossover than the opponent (2 vs 1)
= 76
Black
  • 81 pips
= 81

Isight: boost 1/6, double if ≤ 6, take if ≥ 2
76 + 76/6 = 88.7 · 88.7 − 81 = 7.7 → No double

White (on roll)
  • 75 pips
  • +1 1 more crossover than the opponent (2 vs 1)
= 76
Black
  • 81 pips
  • +1 6 checkers on the 6-point: 1 each beyond 5
= 82

Timmes whole pips (roller has 75 pips: boost 1/6, double if ≤ 7, take if ≥ 2)
76 + 76/6 = 88.7 · 88.7 − 82 = 6.7 → Double / take

White (on roll)
  • 75 pips
  • +1 1 more crossover than the opponent (2 vs 1)
= 76
Black
  • 81 pips
  • +1 6 checkers on the 6-point: ½ each beyond 4
= 82

Timmes exact (roller has 75 pips: boost 1/6, double if ≤ 7, take if ≥ 2)
76 + 76/6 = 88.7 · 88.7 − 82 = 6.7 → Double / take

No double+0.657
Double / take+0.676
Double / pass+1.000
Rollout saysDouble / take
MethodWhite (+ boost)BlackDifferenceSays
Isight76 + 1/6 = 88.7817.7No double ✗
Timmes (whole pips)76 + 1/6 = 88.7826.7Double / take ✓
Timmes (exact)76 + 1/6 = 88.7826.7Double / take ✓

The Isight mistake costs 0.019 of a point per cube.

8. Over 60 pips: White 79, Black 82

661223348515636778891011121312121110998763654362412BlackWhite+1+1+1+1+1+1+1+1+1+1
Black
Pips82
Point extras+2
Extra checkers—
Crossovers+2
Count86
White (on roll)
Pips79
Point extras—
Extra checkers—
Crossovers—
Count79
Black
Pips82
Point extras+3
Extra checkers—
Crossovers+2
Count87
White (on roll)
Pips79
Point extras+1
Extra checkers—
Crossovers—
Count80
Black
Pips82
Point extras+3
Extra checkers—
Crossovers+2
Count87
White (on roll)
Pips79
Point extras+1
Extra checkers—
Crossovers—
Count80

White (on roll, bottom) 79 pips, 15 checkers · Black 82 pips, 15 checkers · White wins 74% (cubeless) · GNU Backgammon ID (checkers only; White on roll, cube centred) 2/gRBQBq9ysAAA

See how each method counts it:

White (on roll)
  • 79 pips
= 79
Black
  • 82 pips
  • +1 empty 4-point, opponent holds his
  • +1 empty 5-point, opponent holds his
  • +2 2 more crossovers than the opponent (4 vs 2)
= 86

Isight: boost 1/6, double if ≤ 6, take if ≥ 2
79 + 79/6 = 92.2 · 92.2 − 86 = 6.2 → No double

White (on roll)
  • 79 pips
  • +1 6 checkers on the 6-point: 1 each beyond 5
= 80
Black
  • 82 pips
  • +1 6 checkers on the 6-point: 1 each beyond 5
  • +1 empty 4-point, opponent holds his
  • +1 empty 5-point, opponent holds his
  • +2 2 more crossovers than the opponent (4 vs 2)
= 87

Timmes whole pips (roller has 79 pips: boost 1/6, double if ≤ 7, take if ≥ 2)
80 + 80/6 = 93.3 · 93.3 − 87 = 6.3 → Double / take

White (on roll)
  • 79 pips
  • +1 6 checkers on the 6-point: ½ each beyond 4
= 80
Black
  • 82 pips
  • +1 6 checkers on the 6-point: ½ each beyond 4
  • +1 empty 4-point, opponent holds his
  • +1 empty 5-point, opponent holds his
  • +2 2 more crossovers than the opponent (4 vs 2)
= 87

Timmes exact (roller has 79 pips: boost 1/6, double if ≤ 7, take if ≥ 2)
80 + 80/6 = 93.3 · 93.3 − 87 = 6.3 → Double / take

No double+0.737
Double / take+0.792
Double / pass+1.000
Rollout saysDouble / take
MethodWhite (+ boost)BlackDifferenceSays
Isight79 + 1/6 = 92.2866.2No double ✗
Timmes (whole pips)80 + 1/6 = 93.3876.3Double / take ✓
Timmes (exact)80 + 1/6 = 93.3876.3Double / take ✓

The Isight mistake costs 0.055 of a point per cube.

Where Isight is right and Timmes is wrong

9. 12 or less pips: White 11, Black 12

13283456789101112121110987654321012BlackWhite+2+2+3+6.5+7+4+9+6.5+7+4+9
Black
Pips12
Point extras+3
Extra checkers—
Crossovers—
Count15
White (on roll)
Pips11
Point extras+4
Extra checkers—
Crossovers—
Count15
Black · short count
Pips12
Base+3
Point extras+13
Odd number+1½
Count29.5
White (on roll) · short count
Pips11
Base+3
Point extras+13.5
Odd number+1½
Count29
Black · short count
Pips12
Base+3
Point extras+13
Odd number+1½
Count29.5
White (on roll) · short count
Pips11
Base+3
Point extras+13.5
Odd number+1½
Count29

White (on roll, bottom) 11 pips, 7 checkers · Black 12 pips, 7 checkers · White wins 76% (cubeless) · GNU Backgammon ID (checkers only; White on roll, cube centred) +wAAAPcAAAAAAA

See how each method counts it:

White (on roll)
  • 11 pips
  • +2 3 checkers on the 1-point: 2 each beyond 2
  • +2 4 checkers on the 2-point: 1 each beyond 2
= 15
Black
  • 12 pips
  • +3 5 checkers on the 2-point: 1 each beyond 2
= 15

Isight: boost 1/6, double if ≤ 6, take if ≥ 2
15 + 15/6 = 17.5 · 17.5 − 15 = 2.5 → Double / take

White (on roll)
  • 11 pips
  • +3 base
  • +6 3 on the ace point × 2
  • +6 4 on the 2-point × 1½
  • +½ 3 on the 1-point: ½ each beyond 2
  • +1 4 on the 2-point: ½ each beyond 2
  • +1½ odd number of checkers (7)
= 29
Black
  • 12 pips
  • +3 base
  • +4 2 on the ace point × 2
  • +7.5 5 on the 2-point × 1½
  • +1½ 5 on the 2-point: ½ each beyond 2
  • +1½ odd number of checkers (7)
= 29.5

Timmes whole pips: short bear-off count (White has 11 pips, both sides home). No boost; double if the difference is ≤ 7 − 29/10 = 4.1, take if ≥ 1
29 − 29.5 = -0.5 → Double / pass

White (on roll)
  • 11 pips
  • +3 base
  • +6 3 on the ace point × 2
  • +6 4 on the 2-point × 1½
  • +½ 3 on the 1-point: ½ each beyond 2
  • +1 4 on the 2-point: ½ each beyond 2
  • +1½ odd number of checkers (7)
= 29
Black
  • 12 pips
  • +3 base
  • +4 2 on the ace point × 2
  • +7.5 5 on the 2-point × 1½
  • +1½ 5 on the 2-point: ½ each beyond 2
  • +1½ odd number of checkers (7)
= 29.5

Timmes exact: short bear-off count (White has 11 pips, both sides home). No boost; double if the difference is ≤ 7 − 29/10 = 4.1, take if ≥ 1
29 − 29.5 = -0.5 → Double / pass

No double+0.776
Double / take+0.980
Double / pass+1.000
Rollout saysDouble / take
MethodWhite (+ boost)BlackDifferenceSays
Isight15 + 1/6 = 17.5152.5Double / take ✓
Timmes (whole pips)29 (short count)29.5-0.5Double / pass ✗
Timmes (exact)29 (short count)29.5-0.5Double / pass ✗

The Timmes mistake costs 0.020 of a point per cube.

10. 12 or less pips: White 5, Black 3

12345567891011121211109876543321BlackWhite+1+1+1
Black
Pips3
Point extras+1
Extra checkers—
Crossovers—
Count4
White (on roll)
Pips5
Point extras—
Extra checkers—
Crossovers—
Count5
Black · short count
Pips3
Base+3
Point extras+1
Odd number+1½
Count8.5
White (on roll) · short count
Pips5
Base+3
Point extras—
Odd number+1½
Count9.5
Black · short count
Pips3
Base+3
Point extras+1
Odd number+1½
Count8.5
White (on roll) · short count
Pips5
Base+3
Point extras—
Odd number+1½
Count9.5

White (on roll, bottom) 5 pips, 1 checkers · Black 3 pips, 1 checkers · White wins 86% (cubeless) · GNU Backgammon ID (checkers only; White on roll, cube centred) BAAAQAAAAAAAAA

See how each method counts it:

White (on roll)
  • 5 pips
= 5
Black
  • 3 pips
  • +1 empty 5-point, opponent holds his
= 4

Isight: boost 1/6, double if ≤ 6, take if ≥ 2
5 + 5/6 = 5.8 · 5.8 − 4 = 1.8 → Double / pass

White (on roll)
  • 5 pips
  • +3 base
  • +1½ odd number of checkers (1)
= 9.5
Black
  • 3 pips
  • +3 base
  • +1 1 on the 3-point × 1
  • +1½ odd number of checkers (1)
= 8.5

Timmes whole pips: short bear-off count (White has 5 pips, both sides home). No boost; double if the difference is ≤ 7 − 9.5/10 = 6.05, take if ≥ 1
9.5 − 8.5 = 1 → Double / take

White (on roll)
  • 5 pips
  • +3 base
  • +1½ odd number of checkers (1)
= 9.5
Black
  • 3 pips
  • +3 base
  • +1 1 on the 3-point × 1
  • +1½ odd number of checkers (1)
= 8.5

Timmes exact: short bear-off count (White has 5 pips, both sides home). No boost; double if the difference is ≤ 7 − 9.5/10 = 6.05, take if ≥ 1
9.5 − 8.5 = 1 → Double / take

No double+0.722
Double / take+1.444
Double / pass+1.000
Rollout saysDouble / pass
MethodWhite (+ boost)BlackDifferenceSays
Isight5 + 1/6 = 5.841.8Double / pass ✓
Timmes (whole pips)9.5 (short count)8.51Double / take ✗
Timmes (exact)9.5 (short count)8.51Double / take ✗

The Timmes mistake costs 0.444 of a point per cube.

11. 13–30 pips: White 19, Black 34

14263945678910111212111098761851543211BlackWhite+4+1+1+1+4+1+1+1+4+1+½+1+1
Black
Pips34
Point extras—
Extra checkers—
Crossovers—
Count34
White (on roll)
Pips19
Point extras+7
Extra checkers+3
Crossovers—
Count29
Black
Pips34
Point extras—
Extra checkers—
Crossovers—
Count34
White (on roll)
Pips19
Point extras+7
Extra checkers+6
Crossovers—
Count32
Black
Pips34
Point extras—
Extra checkers—
Crossovers—
Count34
White (on roll)
Pips19
Point extras+7.5
Extra checkers+4.5
Crossovers—
Count31

White (on roll, bottom) 19 pips, 10 checkers · Black 34 pips, 7 checkers · White wins 84% (cubeless) · GNU Backgammon ID (checkers only; White on roll, cube centred) 4Q4AAO8OAAAAAA

See how each method counts it:

White (on roll)
  • 19 pips
  • +4 4 checkers on the 1-point: 2 each beyond 2
  • +1 3 checkers on the 2-point: 1 each beyond 2
  • +1 empty 5-point, opponent holds his
  • +1 empty 6-point, opponent holds his
  • +3 3 more checkers left than the opponent (10 vs 7)
= 29
Black
  • 34 pips
= 34

Isight: boost 1/6, double if ≤ 6, take if ≥ 2
29 + 29/6 = 33.8 · 33.8 − 34 = -0.2 → Double / pass

White (on roll)
  • 19 pips
  • +4 4 checkers on the 1-point: 2 each beyond 2
  • +1 3 checkers on the 2-point: 1 each beyond 2
  • +1 empty 5-point, opponent holds his
  • +1 empty 6-point, opponent holds his
  • +6 3 more checkers left than the opponent (10 vs 7) × 2 (race of 30 pips or less)
= 32
Black
  • 34 pips
= 34

Timmes whole pips (roller has 19 pips: boost 1/7, double if ≤ 5, take if ≥ 1)
32 + 32/7 = 36.6 · 36.6 − 34 = 2.6 → Double / take

White (on roll)
  • 19 pips
  • +4 4 checkers on the 1-point: 2 each beyond 2
  • +1 3 checkers on the 2-point: 1 each beyond 2
  • +½ 3 checkers on the 3-point: ½ each beyond 2
  • +1 empty 5-point, opponent holds his
  • +1 empty 6-point, opponent holds his
  • +4.5 3 more checkers left than the opponent (10 vs 7) × 1.5 (race of 30 pips or less)
= 31
Black
  • 34 pips
= 34

Timmes exact (roller has 19 pips: boost 1/7, double if ≤ 5, take if ≥ 1)
31 + 31/7 = 35.4 · 35.4 − 34 = 1.4 → Double / take

No double+0.900
Double / take+1.295
Double / pass+1.000
Rollout saysDouble / pass
MethodWhite (+ boost)BlackDifferenceSays
Isight29 + 1/6 = 33.834-0.2Double / pass ✓
Timmes (whole pips)32 + 1/7 = 36.6342.6Double / take ✗
Timmes (exact)31 + 1/7 = 35.4341.4Double / take ✗

The Timmes mistake costs 0.295 of a point per cube.

12. 13–30 pips: White 17, Black 30

1421033456789101112121110987612554392212BlackWhite+4+3+1+1+4+3+1+1+4+3+1+1+½
Black
Pips30
Point extras—
Extra checkers—
Crossovers—
Count30
White (on roll)
Pips17
Point extras+9
Extra checkers+1
Crossovers—
Count27
Black
Pips30
Point extras—
Extra checkers—
Crossovers—
Count30
White (on roll)
Pips17
Point extras+9
Extra checkers+2
Crossovers—
Count28
Black
Pips30
Point extras+½
Extra checkers—
Crossovers—
Count30.5
White (on roll)
Pips17
Point extras+9
Extra checkers+1½
Crossovers—
Count27.5

White (on roll, bottom) 17 pips, 10 checkers · Black 30 pips, 9 checkers · White wins 87% (cubeless) · GNU Backgammon ID (checkers only; White on roll, cube centred) 6zQAALwvAAAAAA

See how each method counts it:

White (on roll)
  • 17 pips
  • +4 4 checkers on the 1-point: 2 each beyond 2
  • +3 5 checkers on the 2-point: 1 each beyond 2
  • +1 empty 5-point, opponent holds his
  • +1 empty 6-point, opponent holds his
  • +1 1 more checker left than the opponent (10 vs 9)
= 27
Black
  • 30 pips
= 30

Isight: boost 1/6, double if ≤ 6, take if ≥ 2
27 + 27/6 = 31.5 · 31.5 − 30 = 1.5 → Double / pass

White (on roll)
  • 17 pips
  • +4 4 checkers on the 1-point: 2 each beyond 2
  • +3 5 checkers on the 2-point: 1 each beyond 2
  • +1 empty 5-point, opponent holds his
  • +1 empty 6-point, opponent holds his
  • +2 1 more checker left than the opponent (10 vs 9) × 2 (race of 30 pips or less)
= 28
Black
  • 30 pips
= 30

Timmes whole pips (roller has 17 pips: boost 1/7, double if ≤ 5, take if ≥ 1)
28 + 28/7 = 32 · 32 − 30 = 2 → Double / take

White (on roll)
  • 17 pips
  • +4 4 checkers on the 1-point: 2 each beyond 2
  • +3 5 checkers on the 2-point: 1 each beyond 2
  • +1 empty 5-point, opponent holds his
  • +1 empty 6-point, opponent holds his
  • +1½ 1 more checker left than the opponent (10 vs 9) × 1.5 (race of 30 pips or less)
= 27.5
Black
  • 30 pips
  • +½ 3 checkers on the 3-point: ½ each beyond 2
= 30.5

Timmes exact (roller has 17 pips: boost 1/7, double if ≤ 5, take if ≥ 1)
27.5 + 27.5/7 = 31.4 · 31.4 − 30.5 = 0.9 → Double / pass

No double+0.946
Double / take+1.462
Double / pass+1.000
Rollout saysDouble / pass
MethodWhite (+ boost)BlackDifferenceSays
Isight27 + 1/6 = 31.5301.5Double / pass ✓
Timmes (whole pips)28 + 1/7 = 32302Double / take ✗
Timmes (exact)27.5 + 1/7 = 31.430.50.9Double / pass ✓

The Timmes mistake costs 0.462 of a point per cube.

13. 31–60 pips: White 60, Black 67

66122236445106367891011121211109876365154836212BlackWhite+1+1+1+1
Black
Pips67
Point extras—
Extra checkers+1
Crossovers—
Count68
White (on roll)
Pips60
Point extras—
Extra checkers—
Crossovers—
Count60
Black
Pips67
Point extras+1
Extra checkers+1
Crossovers—
Count69
White (on roll)
Pips60
Point extras+1
Extra checkers—
Crossovers—
Count61
Black
Pips67
Point extras+1
Extra checkers+1
Crossovers—
Count69
White (on roll)
Pips60
Point extras+1
Extra checkers—
Crossovers—
Count61

White (on roll, bottom) 60 pips, 14 checkers · Black 67 pips, 15 checkers · White wins 76% (cubeless) · GNU Backgammon ID (checkers only; White on roll, cube centred) s90PAABr7QcAAA

See how each method counts it:

White (on roll)
  • 60 pips
= 60
Black
  • 67 pips
  • +1 1 more checker left than the opponent (15 vs 14)
= 68

Isight: boost 1/6, double if ≤ 6, take if ≥ 2
60 + 60/6 = 70 · 70 − 68 = 2 → Double / take

White (on roll)
  • 60 pips
  • +1 6 checkers on the 6-point: 1 each beyond 5
= 61
Black
  • 67 pips
  • +1 6 checkers on the 6-point: 1 each beyond 5
  • +1 1 more checker left than the opponent (15 vs 14)
= 69

Timmes whole pips (roller has 60 pips: boost 1/8, double if ≤ 4, take if ≥ 0)
61 + 61/8 = 68.6 · 68.6 − 69 = -0.4 → Double / pass

White (on roll)
  • 60 pips
  • +1 6 checkers on the 6-point: ½ each beyond 4
= 61
Black
  • 67 pips
  • +1 6 checkers on the 6-point: ½ each beyond 4
  • +1 1 more checker left than the opponent (15 vs 14)
= 69

Timmes exact (roller has 60 pips: boost 1/8, double if ≤ 4, take if ≥ 0)
61 + 61/8 = 68.6 · 68.6 − 69 = -0.4 → Double / pass

No double+0.824
Double / take+0.927
Double / pass+1.000
Rollout saysDouble / take
MethodWhite (+ boost)BlackDifferenceSays
Isight60 + 1/6 = 70682Double / take ✓
Timmes (whole pips)61 + 1/8 = 68.669-0.4Double / pass ✗
Timmes (exact)61 + 1/8 = 68.669-0.4Double / pass ✗

The Timmes mistake costs 0.073 of a point per cube.

14. 31–60 pips: White 33, Black 36

1223648556127891011121211109876125104439211BlackWhite+½
Black
Pips36
Point extras—
Extra checkers+1
Crossovers—
Count37
White (on roll)
Pips33
Point extras—
Extra checkers—
Crossovers—
Count33
Black
Pips36
Point extras—
Extra checkers+1
Crossovers—
Count37
White (on roll)
Pips33
Point extras—
Extra checkers—
Crossovers—
Count33
Black
Pips36
Point extras+½
Extra checkers+1
Crossovers—
Count37.5
White (on roll)
Pips33
Point extras—
Extra checkers—
Crossovers—
Count33

White (on roll, bottom) 33 pips, 8 checkers · Black 36 pips, 9 checkers · White wins 79% (cubeless) · GNU Backgammon ID (checkers only; White on roll, cube centred) uTYAAGhrAAAAAA

See how each method counts it:

White (on roll)
  • 33 pips
= 33
Black
  • 36 pips
  • +1 1 more checker left than the opponent (9 vs 8)
= 37

Isight: boost 1/6, double if ≤ 6, take if ≥ 2
33 + 33/6 = 38.5 · 38.5 − 37 = 1.5 → Double / pass

White (on roll)
  • 33 pips
= 33
Black
  • 36 pips
  • +1 1 more checker left than the opponent (9 vs 8)
= 37

Timmes whole pips (roller has 33 pips: boost 1/8, double if ≤ 4, take if ≥ 0)
33 + 33/8 = 37.1 · 37.1 − 37 = 0.1 → Double / take

White (on roll)
  • 33 pips
= 33
Black
  • 36 pips
  • +½ 3 checkers on the 3-point: ½ each beyond 2
  • +1 1 more checker left than the opponent (9 vs 8)
= 37.5

Timmes exact (roller has 33 pips: boost 1/8, double if ≤ 4, take if ≥ 0)
33 + 33/8 = 37.1 · 37.1 − 37.5 = -0.4 → Double / pass

No double+0.836
Double / take+1.080
Double / pass+1.000
Rollout saysDouble / pass
MethodWhite (+ boost)BlackDifferenceSays
Isight33 + 1/6 = 38.5371.5Double / pass ✓
Timmes (whole pips)33 + 1/8 = 37.1370.1Double / take ✗
Timmes (exact)33 + 1/8 = 37.137.5-0.4Double / pass ✓

The Timmes mistake costs 0.080 of a point per cube.

15. Over 60 pips: White 78, Black 86

81122341251563077891011111212111099887764851043241BlackWhite+1+3+1+½+2+1
Black
Pips86
Point extras+1
Extra checkers—
Crossovers+1
Count88
White (on roll)
Pips78
Point extras—
Extra checkers—
Crossovers—
Count78
Black
Pips86
Point extras+4
Extra checkers—
Crossovers+1
Count91
White (on roll)
Pips78
Point extras—
Extra checkers—
Crossovers—
Count78
Black
Pips86
Point extras+3
Extra checkers—
Crossovers+1
Count90
White (on roll)
Pips78
Point extras+½
Extra checkers—
Crossovers—
Count78.5

White (on roll, bottom) 78 pips, 15 checkers · Black 86 pips, 15 checkers · White wins 77% (cubeless) · GNU Backgammon ID (checkers only; White on roll, cube centred) xv5VAADl7gsBAA

See how each method counts it:

White (on roll)
  • 78 pips
= 78
Black
  • 86 pips
  • +1 empty 4-point, opponent holds his
  • +1 1 more crossover than the opponent (3 vs 2)
= 88

Isight: boost 1/6, double if ≤ 6, take if ≥ 2
78 + 78/6 = 91 · 91 − 88 = 3 → Double / take

White (on roll)
  • 78 pips
= 78
Black
  • 86 pips
  • +3 8 checkers on the 6-point: 1 each beyond 5
  • +1 empty 4-point, opponent holds his
  • +1 1 more crossover than the opponent (3 vs 2)
= 91

Timmes whole pips (roller has 78 pips: boost 1/6, double if ≤ 7, take if ≥ 2)
78 + 78/6 = 91 · 91 − 91 = 0 → Double / pass

White (on roll)
  • 78 pips
  • +½ 5 checkers on the 6-point: ½ each beyond 4
= 78.5
Black
  • 86 pips
  • +2 8 checkers on the 6-point: ½ each beyond 4
  • +1 empty 4-point, opponent holds his
  • +1 1 more crossover than the opponent (3 vs 2)
= 90

Timmes exact (roller has 78 pips: boost 1/6, double if ≤ 7, take if ≥ 2)
78.5 + 78.5/6 = 91.6 · 91.6 − 90 = 1.6 → Double / pass

No double+0.833
Double / take+0.948
Double / pass+1.000
Rollout saysDouble / take
MethodWhite (+ boost)BlackDifferenceSays
Isight78 + 1/6 = 91883Double / take ✓
Timmes (whole pips)78 + 1/6 = 91910Double / pass ✗
Timmes (exact)78.5 + 1/6 = 91.6901.6Double / pass ✗

The Timmes mistake costs 0.052 of a point per cube.

16. Over 60 pips: White 61, Black 65

122334125206247891011121211109876305204123321BlackWhite+½
Black
Pips65
Point extras—
Extra checkers—
Crossovers—
Count65
White (on roll)
Pips61
Point extras—
Extra checkers—
Crossovers—
Count61
Black
Pips65
Point extras—
Extra checkers—
Crossovers—
Count65
White (on roll)
Pips61
Point extras—
Extra checkers—
Crossovers—
Count61
Black
Pips65
Point extras+½
Extra checkers—
Crossovers—
Count65.5
White (on roll)
Pips61
Point extras—
Extra checkers—
Crossovers—
Count61

White (on roll, bottom) 61 pips, 13 checkers · Black 65 pips, 13 checkers · White wins 70% (cubeless) · GNU Backgammon ID (checkers only; White on roll, cube centred) dO8DAIC69wAAAA

See how each method counts it:

White (on roll)
  • 61 pips
= 61
Black
  • 65 pips
= 65

Isight: boost 1/6, double if ≤ 6, take if ≥ 2
61 + 61/6 = 71.2 · 71.2 − 65 = 6.2 → No double

White (on roll)
  • 61 pips
= 61
Black
  • 65 pips
= 65

Timmes whole pips (roller has 61 pips: boost 1/6, double if ≤ 7, take if ≥ 2)
61 + 61/6 = 71.2 · 71.2 − 65 = 6.2 → Double / take

White (on roll)
  • 61 pips
= 61
Black
  • 65 pips
  • +½ 5 checkers on the 6-point: ½ each beyond 4
= 65.5

Timmes exact (roller has 61 pips: boost 1/6, double if ≤ 7, take if ≥ 2)
61 + 61/6 = 71.2 · 71.2 − 65.5 = 5.7 → Double / take

No double+0.612
Double / take+0.604
Double / pass+1.000
Rollout saysNo double
MethodWhite (+ boost)BlackDifferenceSays
Isight61 + 1/6 = 71.2656.2No double ✓
Timmes (whole pips)61 + 1/6 = 71.2656.2Double / take ✗
Timmes (exact)61 + 1/6 = 71.265.55.7Double / take ✗

The Timmes mistake costs 0.008 of a point per cube.

What this shows

Many disagreements are close calls, where either answer costs only a few hundredths of a point. The Timmes rule wins more of them, and gives away fewer points overall, most of all in short races (30 pips or less), where its extra checker penalty and wider windows matter most. Isight still gets plenty right that Timmes misses, in every race length.

Back to the Timmes Race Rule · Comments and corrections: [email protected]