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Learn the game

How to play backgammon

Two players, 15 checkers each, two dice. Race your checkers around the board and bear them all off before your opponent does. Everything you need is on this page, with diagrams.

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On this page

01The goal

Each player has 15 checkers. You move yours around the board toward your home board, then take them off the board, which is called bearing off. The first player to bear off all 15 wins.

The board has 24 narrow triangles called points, in four quarters of six. Your home board is the quarter where your checkers finish. The bar down the middle separates the two halves.

02The starting position

Each side starts with 2 checkers on its 24-point, 5 on its 13-point (the midpoint), 3 on its 8-point and 5 on its 6-point. Your opponent's checkers mirror yours, moving the other way.

The starting position. You play the light checkers: they travel from the top right, along the top, then back along the bottom into your home board on the bottom right.
Backgammon board in the starting position, with the point numbers of the light player.

Set up the board step by step

03Who starts

Each player rolls one die. The higher number moves first and plays the two numbers just rolled. On a tie, both roll again. After that, players take turns rolling both dice.

04Moving

The two dice are two separate moves. Move one checker by one die and another checker by the other, or one checker by both, as long as the point where it stops in between is open.

Rolling 6-5 at the start, a classic play runs one back checker all the way to the midpoint: 24/18/13.
The starting position with the dice showing 6 and 5 and arrows from the 24-point to the 18-point and on to the 13-point.

A point is open unless two or more of your opponent's checkers are on it. You can land on an empty point, on your own checkers, or on a single opposing checker.

  • Doubles are played twice: a roll of 4-4 gives four moves of 4.
  • You must use both dice whenever you can. If only one of them can be played, play it; if either one can but not both, play the higher one.
  • If no move is possible, your turn passes. Checkers never move backwards.

05Hitting and the bar

A single checker alone on a point is called a blot. Land on your opponent's blot and you hit it: it goes to the bar in the middle of the board.

6-1 played 13/7* 8/7: the 6 hits the blot on your 7-point and the 1 covers it. The hit checker waits on the bar.
The light player has just played 13/7 and 8/7, hitting a dark checker that now sits on the bar.

A player with a checker on the bar must bring it back in before moving anything else, entering on the opponent's home board at the point that matches one of the dice. If both of those points are blocked, the whole turn is lost.

Primes and closed boards

Six points in a row held by one player is a prime, and no checker can jump it. Close all six points of your home board while your opponent has a checker on the bar, and they cannot move at all until you open one.

06Bearing off

Once all 15 of your checkers are in your home board, you start bearing off: a 6 removes a checker from the 6-point, a 4 from the 4-point, and so on. You may also move a checker inside your home board instead.

6-4 while bearing off: one checker leaves from the 6-point and one from the 4-point.
Every light checker is in its home board. The dice show 6 and 4, with arrows taking one checker off from the 6-point and one from the 4-point.
  • If no checker sits on the point a die shows, you must move a checker from a higher point. With nothing higher either, bear off from your highest point.
  • If one of your checkers is hit while you are bearing off, it must come all the way around again before you continue.

07The doubling cube

A game starts worth one point. The large die marked 2, 4, 8, 16, 32 and 64 is the doubling cube. Before rolling, a player who feels ahead can offer to double the stakes. The opponent then decides:

  • Take: the game goes on at double the value, and the player who took now owns the cube. Only the owner can offer the next double.
  • Pass: the game ends at once, and the player who passed loses its value before the double.

Knowing when to double, take and pass wins more points than good checker play alone. On Tavlino, matches to 3, 5 and 7 use the cube, and you can switch it off against the AI.

08Gammons and backgammons

How much a game is worth depends on how far behind the loser is when the winner bears off the last checker.

  • 1xSingle gameThe loser has borne off at least one checker.
  • 2xGammonThe loser has not borne off a single checker.
  • 3xBackgammonThe loser has borne off nothing and still has a checker on the bar or in the winner's home board.

That multiplier applies to the value of the doubling cube: a gammon with the cube on 4 is worth 8 points.

09Matches and the Crawford rule

A match is played to a number of points, such as 3, 5 or 7. Games continue until one player reaches that total.

The Crawford rule

The first time a player gets within one point of winning the match, the next game is played without the doubling cube. From the game after it, the cube is back.

Without it, the trailing player would double at once in every game, because they would have nothing to lose.

10Fair dice

Online, every roll comes from our server, never from either player's device, and anyone can check afterwards that the server did not choose the dice. It works in three steps:

  1. 1Sealed before the first rollThe server picks a secret seed and publishes its fingerprint (a SHA-256 commitment) before the match starts. It cannot change the seed later without the fingerprint changing.
  2. 2Both players add their own seedEach player's device sends a random seed of its own. Every roll is computed from all three seeds and the roll number, so the server alone cannot aim a roll.
  3. 3Revealed after the matchWhen the match ends, the secret seed is revealed. The Verify page recomputes every roll in your browser and shows whether it matches the game.

Against the AI

The dice are rolled on your device by the browser's cryptographic random generator, the same one for you and for the AI. The AI never sees a roll before it happens and never gets different dice than you would.

Every finished online match has a Verify link next to its replay.

Questions

Can checkers move backwards in backgammon?

No. Each player moves in one direction only, toward their own home board. A checker that is hit goes back to the start and re-enters from the bar.

Do you have to use both dice?

Yes, whenever it is legally possible. If only one die can be used, play that one; if either can be used but not both, play the higher one.

What happens if you cannot enter from the bar?

Your turn is over. No other checker can move until every checker you have on the bar is back in.

How many points is a backgammon worth?

Three times the value of the doubling cube: 3 points with the cube at 1, 6 with the cube at 2.

Does the computer get better dice?

No. Against the AI both sides use the same random generator on your device, and the AI never sees a roll in advance. Online dice come from the server and are provably fair.

Ready to play?

Start against a gentle AI and move up a level whenever you win. The board shows every legal move, so you learn as you play.