How to play backgammon

Backgammon is played by two players with fifteen checkers each, two dice and a doubling cube. Here is everything you need to play a game, and the first ideas that win — try each rule on a board as you read.

Backgammon online

On this page, 7 exercises to play on the board — 0 solved.

The board and the starting position

The starting position: White at the bottom, home board on the right.

The board has twenty-four points, six in each quarter. Each player numbers the points 1 to 24 from their own home board, the quarter where they will finish. The bar splits the board in two.

At the start, each player has two checkers on their 24-point, five on their 13, three on their 8 and five on their 6. White moves from their 24 toward their 1, Black the mirror way: the two armies cross.

The goal

Bring all fifteen checkers into your home board, then bear them off. The first player to bear off all their checkers wins the game.

Playing the dice

Each player rolls one die to start: the higher one moves first, using both numbers. After that, players roll two dice in turn and move a checker by each number — the same checker twice, or two checkers. Doubles are played four times: 5-5 means four 5s.

You can’t land on a point held by two or more enemy checkers. You must play both dice if you can; if only one can be played, you must play the higher one when possible. If neither can, your turn passes.

Your turn

White rolled 5-2: play it. Move one checker 5 and one checker 2, or the same checker 7. Touch a checker and its possible landing points light up.

Play 5 and 2.

Your turn

Doubles are played four times: with 6-6, move 6 four times — four checkers, or fewer checkers further.

Double 6: 4 more moves of 6.

Hitting, and entering from the bar

A single checker on a point is a blot. If the opponent lands there, it’s hit and goes to the bar. While a player has a checker on the bar, nothing else may move: it must first enter the opponent’s home board, on the point shown by a die, if that point is open.

A home board with all six points made is closed: a hit checker can’t enter, and its owner loses their turns until a point opens.

Your turn

A black checker sits alone on your 9-point: it’s a blot. With 4-2, hit it.

Play 4 and 2.

Your turn

Your checker was hit: it’s on the bar. With 5-2, enter it into Black’s home board (your points 19 to 24), then play the other die.

Play 5 and 2. Enter your checker from the bar first.

Bearing off

Once all fifteen checkers are in your home board, start bearing off: a 4 removes a checker from the 4-point. A die higher than your highest occupied point bears off from that point. You may also move inside your home board instead.

If one of your checkers is hit during the bear-off, it must come all the way back home before you continue.

Your turn

All fifteen of your checkers are home: with 6-3, bear off two.

Play 6 and 3.

The doubling cube

A game starts at one point. Before rolling, a player may offer to double it by turning the cube (2, 4, 8… up to 64). The opponent takes — they own the cube, and only they can redouble later — or drops, giving up the game at its previous value.

Double when you are clearly ahead, but not too far: if your opponent would drop anyway and you might win a gammon, keep playing instead. Take as long as you keep about one chance in four to win.

Your turn

The cube in five decisions: double or roll, take or drop. Each time, a single roll decides: if the player on roll doesn’t bear off everything, the other one finishes next turn.

Your roll. Do you double?

You: 11 · Black: 1 (pip count)

Gammons and backgammons

If the loser has not borne off any checker, it’s a gammon: double. If they also still have a checker on the bar or in the winner’s home board, it’s a backgammon: triple. All multiplied by the cube. We play money-game rules without the Jacoby rule: gammons count even if the cube was never turned.

The best opening moves

The first move comes up in every game, and its best answers are known: fifteen possible rolls (the opening roll is never a double), fifteen moves to learn. The idea is always the same: make a point in your home board, or bring down a builder — a checker in range to make a point next turn — and get your back checkers moving.

Play each roll below. The board tells you whether it’s the move the best players make: our computer, which opens like them, also accepts the moves it rates almost as good.

Your turn

White starts with the chosen roll: play it like the best players.

0 of 15 found

Play 3 and 1.

First ideas that win

Make points in and just in front of your home board — the 5 and 4 first. The best opening moves show it: 3-1 is 8/5 6/5, 4-2 is 8/4 6/4, 6-1 is 13/7 8/7. A 6-5 runs a back checker all the way: 24/13.

Avoid leaving blots in range, especially close to your opponent. Six points in a row make a prime, a wall that can’t be crossed. And count the race (the pips left to travel): whoever leads it wants to break contact, the other wants to keep it.

Frequently asked questions

Do I have to play both dice?

Yes, whenever possible, and doubles are played four times. If only one die can be played, you must play the higher one if you can. The board always shows the legal moves.

Can I land on an opponent’s checker?

On a single one, yes: you hit it and it goes to the bar. On two or more, no: the point is made.

What do I do with a checker on the bar?

Enter it first, into the opponent’s home board, on the point shown by a die if it’s open. Until it’s in, nothing else may move.

When can I bear off?

When all fifteen checkers are in your home board (points 1 to 6). A die higher than your highest occupied point bears off from that point.

What is the Jacoby rule?

A money-game rule under which gammons and backgammons only count if the cube was turned. It doesn’t apply here: a gammon always counts double.

Is backgammon the same as tables or nardi?

They are cousins: “tables” was backgammon’s old English name, and nardi (long nardy) is a related game without hitting. Here you play modern backgammon, with hitting and the doubling cube.