Backgammon rules: how to play backgammon

Backgammon is a game for two players. Each of you has 15 checkers and rolls two dice to move them around the board. Bring all your checkers into your home board, then take them off. The first player to take off all 15 wins.

The dice add luck, but good choices win in the long run. People have played games like it for thousands of years. These rules follow the standard modern game, as the US and world backgammon federations describe it.

Players
2
Playing time
10-30 min a game
Age
8+
What you need
A backgammon board, 15 checkers in each of two colours, two dice and a cup for each player, and a doubling cube

Updated: 2 November 2026

Aim of the game

You and your opponent move your checkers in opposite directions around the board. Your goal is to bring all 15 of your checkers into your home board and then take them off. Taking checkers off is called bearing off.

On the way, you can block your opponent and send their lone checkers back to the start. The first player to bear off all 15 wins.

The board

The board has 24 long triangles called points, 12 on your side and 12 on the far side. A raised strip down the middle, the bar, splits the board into four quarters of six points each.

Number the points from your own side. The quarter nearest your right hand is your home board, points 1 to 6. Point 1 is in the corner and point 6 is next to the bar. Across the bar on your side is your outer board, points 7 to 12.

The numbers carry on along the far side. Points 13 to 18 are your opponent's outer board, and points 19 to 24 are their home board. So point 24 lies straight across from your point 1.

Your checkers travel round the board in a horseshoe: from point 24 down to point 1, then off the board. Your opponent's checkers go the opposite way. They count the points from their own side, so your point 1 is their point 24.

Some boards are set up as a mirror image, with both home boards on the left. The rules stay the same.

Setting up

Each player sets up 15 checkers on four points, counted from their own side.

Your starting position
PointWhere it isCheckers
24Far corner of your opponent's home board2
13Far corner of your opponent's outer board5
8Your outer board, second point from the bar3
6Your home board, next to the bar5

Your opponent sets up the same shape from their side. Their two back checkers sit on your point 1, and their five on your point 12. Their three are on your point 17, and their other five on your point 19.

Put the doubling cube on the bar between you, with 64 on top. See The doubling cube for how it works.

Who starts

  1. Each player rolls one die.
  2. If the numbers are the same, both roll again.
  3. The higher number goes first. That player moves using both numbers on the table: their own die and the opponent's.
  4. After that, you take turns. On each turn, roll your two dice and move.

Moving your checkers

Each die is a separate move. Move one checker forward as many points as one die shows. Then move a checker by the other number. It can be the same checker or another one. Checkers never move backwards.

  • Start counting from the next point. With a 3, a checker on point 13 moves to point 10.
  • You may land on an empty point or on a point with your own checkers.
  • You may land on a point with one opposing checker. That hits it (see Hitting and the bar).
  • You may not land on a point with two or more opposing checkers. That point is blocked.
  • You may pass over blocked points. Only the point where you land counts.

If one checker uses both numbers, it makes two separate moves. It stops on a point after the first number, so that point must be open too. You can choose which number to play first.

A double gives you four moves instead of two. With 5 and 5, you move 5 points four times. You can split the four moves between your checkers in any way.

Using both dice

You must use both numbers if there is any legal way to do it. You can't pass or skip a number while a legal move exists, even when every move looks bad.

  • If you can play both numbers, you must play both.
  • If only one of the numbers can be played, play that one.
  • If you could play either number, but not both, you must play the larger one.
  • If neither number can be played, you lose your turn.
  • With a double, play as many of the four moves as you can.

Example: you roll 6 and 2. Each number alone has a legal move, but there is no way to play both. So you must play the 6.

Hitting and the bar

A checker alone on a point is called a blot. If an opposing checker lands on it, the blot is hit. It goes onto the bar in the middle of the board. Hitting is never compulsory.

You may hit with one number and then keep going with the same checker using the other number.

While you have a checker on the bar, you can't move any other checker. First you must bring it back into play. This is called entering.

  • A checker enters in your opponent's home board, points 19 to 24 from your side.
  • A 1 enters on point 24, a 2 on point 23, and so on up to a 6 on point 19.
  • The entry point must be open. If it holds a single opposing checker, you hit it as you enter.
  • With two or more checkers on the bar, enter one per number, as many as you can. A number that can't enter is lost. Once all are in, play any number left as usual.
  • If no number lets a checker enter, you lose your whole turn.

If your opponent holds all six points of their home board, you can't enter at all. You lose every turn until a point opens. A checker that enters starts its whole journey again.

Bearing off

You may start bearing off only when all 15 of your checkers are in your home board. A checker on the bar or outside your home board stops you.

  • Each number takes off a checker from the matching point. A 4 takes one off point 4.
  • If that point is empty but you have checkers on higher points, you must move one of them.
  • If no checker is on that point or higher, take one off your highest occupied point.
  • You may use a number to move inside your home board instead of bearing off. Bearing off is never compulsory.

Example: your last checkers are on points 3 and 1, and you roll 6 and 2. Play the 6 first, and both come off. The 6 takes off the checker on point 3. Then the 2 has nothing on point 2 or higher, so it takes off the checker on point 1.

Your opponent can still hit you while you bear off. If they do, stop bearing off. The hit checker must enter and come all the way back to your home board. Then you carry on.

Winning: gammon and backgammon

How much a win is worth depends on how far the loser got.

ResultWhenPoints
Single gameThe loser has borne off at least one checker1
GammonThe loser has borne off no checkers2
BackgammonThe loser has borne off no checkers and still has one on the bar or in the winner's home board3

The points are multiplied by the number on the doubling cube. A gammon with the cube on 4 is worth 8 points. You can play single games and add up the points. Or play a match to an agreed score (see the variant Match play and the Crawford rule).

The doubling cube

The doubling cube is a large die with 2, 4, 8, 16, 32 and 64 on its faces. It shows how much the game is worth. It starts on the bar with 64 on top, which here means 1, because the cube has no 1.

  • At the start of your turn, before you roll, you may offer to double the stakes. Turn the cube to the next number and offer it.
  • While the cube is on the bar, either player may make the first double.
  • Your opponent can refuse. The game ends at once, and they lose the points the game was worth before your offer.
  • Or your opponent can accept. The game goes on at twice the stakes. They put the cube on their side and now own it.
  • Only the owner of the cube may double next. If the other player accepts that redouble, the cube changes sides again.
  • There is no limit. After 64, keep counting: 128, 256 and so on.

Example: you double to 2 and your opponent accepts. Later they redouble to 4. If you refuse, you lose 2 points. If you accept, the game is worth 4, and the cube is yours.

Variants

Optional rules for single games

Many players add these rules to single games played for stakes. They are not used in matches. Agree on them before you start.

  • Automatic doubles: if both opening dice show the same number, the cube turns to 2 and stays on the bar. Most players allow this only once a game.
  • Beaver: a player who has just been doubled may at once double again and keep the cube. The first player then accepts at four times the original stake, or refuses and loses the doubled stake.
  • Jacoby rule: gammons and backgammons count as single games unless a double was offered and accepted during the game.

Match play and the Crawford rule

In a match, you play game after game until one player reaches an agreed score, such as 5 or 7 points. Each game scores as usual, with the cube. Tournaments always play matches.

The Crawford rule: once a player is one point away from winning the match, the next game is played without the cube. Neither player may double in that game. After it, the cube is back in play. The optional rules for single games are not used in matches.

Frequent questions

What happens when you roll a double?

You play the number four times. With 3 and 3, you make four moves of 3 points. You can move one checker four times or split the moves between checkers. If you can't play all four, play as many as you can.

Do you have to use both dice?

Yes, whenever there is a legal way to play both numbers. If only one number can be played, play that one. If either number fits but not both, you must play the larger one.

What if a checker on the bar can't enter?

Then you lose your turn. You may not move any other checker while one is on the bar. Try again on your next turn.

Can you bear off with a higher number than you need?

Yes, but only from your highest occupied point. If you have checkers on a higher point than the number, you must move one of them instead. You never need an exact roll for your last checkers.

What are a gammon and a backgammon?

A gammon is a win before the loser has borne off a single checker. It counts double. A backgammon is a gammon where the loser still has a checker on the bar or in the winner's home board. It counts triple.

What happens if you refuse a double?

The game ends at once, and you lose what it was worth before the double: 1 point if the cube was still on the bar. A gammon can't happen when you refuse, so refusing limits your loss.

Who goes first, and can the first move be a double?

Each player rolls one die. Whoever rolls higher moves first, using both numbers. A tie is rolled again, so the first move is never a double. Some families let the winner roll both dice again instead, but the standard rules don't.

Can you jump over your opponent's points?

Yes. Blocked points only stop you from landing on them. But six blocked points in a row form a wall that no single number can cross.

Do you have to hit a blot?

No. Hitting is always your choice. You may also hit and move on with the same checker. In some countries players forbid this hit-and-run in the home board, but the standard rules allow it.

What if you are hit while bearing off?

Stop bearing off. The hit checker must enter from the bar and travel back to your home board. Only then can you bear off again. The checkers you already took off stay off.

How many checkers can stand on one point?

As many as you like. The standard rules set no limit. Some casual players in Britain allow at most five on a point. If you play that way, agree on it before you start.

Can you play without the doubling cube?

Yes. Many people learn the game without it. Each game is then worth 1, 2 or 3 points, for a single game, a gammon or a backgammon. Add the cube once the moves feel easy.

Where do you roll the dice, and what if one lands crooked?

Shake the dice in your cup and roll both together onto the half of the board on your right. If a die lands outside that half, on a checker or tilted, roll both dice again. Your turn ends when you pick up your dice.

Is backgammon the same as tryktrak, tavla or nardy?

Tryktrak is the Polish name for backgammon, with the same rules. Tavla and nardy are close relatives played from the Balkans to Central Asia. Some are played the same way, but others differ. In long nardy, for example, all checkers start on one point and nobody hits.

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