Game Phases
The five phases of a game — opening, middle, endgame contact, race, and bear-off — and the pip-count thresholds that move a position between them.
The phase describes where a game is in its overall arc. It's a property of the whole board, so both players share the same phase. BackgammonDB recognizes five.
Phase is one axis of position tagging; for the structural, per-player label see Position Types.
The five phases, defined
A position is in exactly one phase. The classifier checks them in order and takes the first that fits; Middle is the catch-all that holds everything else.
| Phase | Definition | A position enters it when | Reversible? |
|---|---|---|---|
| Opening | The first few plies, still near the standard starting setup, before any blood is drawn. | All three hold: it's within the first few moves of the game (the first four plies), and little ground has been covered (total pip movement from the 334-pip start is modest), and nobody is on the bar. The moment a checker is hit, the opening is over — even a first-move hit drops the game straight into the middle. | No — latches shut |
| Middle | The contact-heavy heart of the game, where most decisions live: making points, slotting, priming, anchoring. | It is none of the other four phases (the catch-all). | — |
| Endgame (contact) | Low combined pip count, but a hit is still possible — one shot can swing everything. | The combined pip count falls below a low threshold (with a dead-band — see below). | Yes — the only two-way boundary |
| Race | The two armies have passed each other; no hit is possible for either side. A pure pip race. | Contact becomes impossible for both sides. | No — terminal |
| Bear-off | At least one side has all fifteen checkers home with no contact remaining, and is taking them off. | ≥ 1 side is fully home with no contact left. | No — terminal |
The endgame dead-band
To keep the endgame label from flickering it uses a dead-band: a position enters the endgame when the combined pip count falls below a low threshold, and only leaves it (back to middle) when the count climbs back above a higher one. The gap between the two means a single hit's pip swing won't bounce the phase back and forth — only a genuine reopening, with checkers sent well back, returns the game to the middle.
Why phase can step backward (just not on a wobble)
Most phase transitions are one-way: the opening latches shut, and race and bear-off are terminal. The one boundary that can move both directions is middle ↔ endgame-contact — because a hit sends a checker ~25 pips back to the bar and can lift a low-pip position back into middle-game territory. The dead-band described above is what stops that boundary from twitching every time the pip count crosses a single line.
In the match review, phase changes show up as section dividers in the action list and as vertical markers on the progression graph, so you can see at a glance where a game moved from one phase to the next.