About PipQuest Play

How it works

PipQuest teaches backgammon the way it's really won: not by hoping for good dice, but by reading the board and playing the odds. The dice give you numbers; you choose how to use them — and that's where all the skill lives.

  • Board Studio — read a full backgammon board. First, count the pip race: add up how far each of your checkers has to travel to bear off. A lower count means you're ahead. Then spot the hit: which move lands on a lone enemy checker and sends it all the way back to the bar. Every answer is checked by the same rules engine the game uses.
  • Predict the Odds — backgammon has exactly 36 possible rolls of two dice. Before the reveal, you predict how many of those 36 rolls would hit a blot a given distance away. Then we roll all 36 and count together, and you see the probability and the reason. Predicting first — even when you're wrong — is what makes the odds stick.
  • Concept kits — sixteen short multiple-choice rounds, from the board and the dice to pip-counting, probability, the doubling cube, opening rolls, back games, and match play. Hints when you need them.

Why "pip-counting" matters

A "pip" is one step a checker travels. Your pip count is the total number of steps all your checkers still need to get home and bear off — so it's really a proportional-reasoning puzzle hiding inside a board game. Counting the race tells you whether to run (you're ahead) or to keep contact and try to hit (you're behind). It's the single most useful number in the game.

Our privacy promise

PipQuest Play is free, works offline, and collects nothing. No accounts, no ads, no tracking, and no data ever leaves your device — your level and days active are saved only in this browser.

Each layout's report card

How long is a game, and is it fair to whoever moves first? We did not guess: the engine played each starting layout against itself 1,000 times, rolling the dice and picking a whole move for the roll at random, and counted. The first to bear off every checker (all fifteen, or all three in Hypergammon) wins, so every game has a winner. Random play is not how people play, so these numbers describe the rules and the dice, not players.

1,000 random-play games each. One turn = one roll and every checker moved for it; the choices are the different whole moves a roll allows. White moves first on PipQuest's boards.
Game Finished Typical length Ends with a winner First player wins (of games with a winner) Choices per turn
Backgammon 100% 86 turns 100% 54% 18.6
Nackgammon 100% 113 turns 100% 52% 21.2
Hypergammon 100% 21 turns 100% 54% 5.7

Losing a roll is part of it

Nobody controls the dice. A wrong prediction or a missed hit never costs you anything here — it just points you to the stronger idea next time. Good players make good decisions and let the dice fall where they may.