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Backgammon Rules

Backgammon Rules: The Complete Guide

Welcome to the world of backgammon! Whether you’re brand new or just need a refresher, this guide will walk you through everything you need to know to play and enjoy this classic game. It will go over core sections and concepts including board setup, object of the game, movement of the checkers, hitting off, etc.


Backgammon Board Setup

Backgammon is played by two players on a board with 24 long triangles called points. These points alternate in color and are grouped into four quadrants of six points each:

  • Your home board
  • Your outer board
  • Your opponent’s home board
  • Your opponent’s outer board

The home and outer boards are separated by a central ridge called the bar. Each player has 15 checkers of their own color, and the initial setup is:

  • 2 checkers on your 24-point
  • 5 checkers on your 13-point
  • 3 checkers on your 8-point
  • 5 checkers on your 6-point

Both players have their own pair of dice and a dice cup for rolling. There’s also a doubling cube, marked with 2, 4, 8, 16, 32, and 64, to keep track of the game’s stakes.


Object of the Game

Your goal is simple: move all your checkers into your home board and then bear them off. The first player to bear off all 15 checkers wins!


Movement of the Checkers

To start, each player rolls one die. Whoever rolls higher goes first, using both numbers for their opening move. If both roll the same number, roll again until there’s a winner.

On your turn, roll two dice. The numbers you roll are your movement options:

  • Move one checker the total of both dice, or split the moves between two checkers.
  • You can only move to open points (not occupied by two or more opposing checkers).
  • If you roll doubles, play the numbers shown on the dice twice (e.g., double sixes means four moves of six).

You must use both numbers if possible. If only one can be played, you must play it. If neither can be played, you lose your turn. With doubles, play as many moves as you can.


Hitting and Entering

A single checker on a point is called a blot. If your opponent lands on your blot, it’s hit and placed on the bar.

If you have checkers on the bar, you must re-enter them into your opponent’s home board before making any other moves. To enter, move a checker to an open point corresponding to one of your dice rolls. If you can’t enter, you lose your turn. If you can enter some but not all, enter as many as possible and forfeit the rest of your turn.

After entering, use any remaining dice to move checkers as usual.


Bearing Off

Once all your checkers are in your home board, you can start bearing off. To bear off, roll a number that matches the point where a checker sits and remove it from the board. If there’s no checker on that point, use the roll to move a checker from a higher-numbered point. If there are no checkers on higher points, bear off from the highest point occupied.

If a checker is hit during bearing off, you must re-enter it and bring it back to your home board before continuing.


Doubling

Backgammon is often played for points or stakes. The game starts at one point. At the start of your turn (before rolling), you can offer to double the stakes. Your opponent can refuse (and concede the game for the current stake) or accept (and play for double). The player who accepts becomes the owner of the cube and is the only one who can offer the next double.

Redoubles are allowed, with no limit. If refused, the loser pays the previous stake; if accepted, the cube changes hands and the stakes double again.


Gammons and Backgammons

At the end of the game:

  • If the loser has borne off at least one checker, they lose the value showing on the doubling cube.
  • If the loser hasn’t borne off any checkers, it’s a gammon (lose double).
  • If the loser hasn’t borne off any checkers and still has a checker on the bar or in the winner’s home board, it’s a backgammon (lose triple).

Optional Rules

Many players use these popular optional rules:

  • Automatic doubles: If both players roll the same number on the first roll, stakes are doubled.
  • Beavers: When doubled, a player can immediately redouble (beaver) while keeping the cube.
  • Jacoby Rule: Gammons and backgammons only count if a double has been offered during the game. This speeds up play.

Irregularities

  • Dice must be rolled together and land flat on the right-hand section of the board. Reroll if not.
  • A turn is complete when the player picks up their dice. If a play is illegal, the opponent can accept it or require a legal play.
  • If a player rolls before the opponent’s turn is complete, the roll is voided (unless play is forced or there’s no contact).

Common Questions

  • Can I pass when it’s my turn?
  • Can I play one number in such a way as to avoid playing the other?
  • What if I can only play one number?
  • Is hit-and-run allowed (also known as “pick and pass”)?
  • Is it ok to have more than five checkers on a point?
  • Can I play low number first when bearing off?
  • Is stalemate possible in backgammon?

Ready to play? Grab a board, roll the dice, and enjoy the game! draft: false title: ‘Backgammon Rules’ layout: ’layout’ description: ‘Learn the rules of Backgammon from board setup, movement, hitting and entering, bearing off, doubling, optional rules, gammons and backgammons.’