Backgammon, one of the world’s oldest board games, traces its origins back over 5,000 years to ancient Mesopotamia. This two-player game combines captivating strategy with exciting elements of luck, making it an enduring classic. The objective is simple: bear off all your checkers before your opponent. While easy to learn, backgammon offers a surprising depth of strategy, with various gameplay nuances and even optional rules (like the Jacoby rule) to explore. Whether you’re playing against friends or testing your skills online, you’ll discover why this ancient dice game continues to enthrall players across generations. Ready to dive in? Let’s uncover the secrets of backgammon.

Equipment and Setup
Backgammon requires just a few components: a board, checkers, dice, and a doubling cube. Let’s break down each element:
- The Backgammon Board: The board is divided into two halves by a “bar.” Each half features 24 narrow triangles called “points.” These points are grouped into four quadrants of six points each. The quadrants are further designated as each player’s “home board” and “outer board.” Points are numbered 1-24, with each player’s 1-point located in their home board at the edge of the board closest to them.
- Checkers: Each player receives 15 checkers of a distinct color. These are your playing pieces.
- Dice: Two standard six-sided dice are used to determine checker movement.
- Doubling Cube: This special die, with faces numbered 2, 4, 8, 16, 32, and 64, is used to raise the stakes during the game. We’ll explain its function in detail later.
Setting Up the Game:
Initial checker placement is crucial:
- 24-Point: Two checkers on each player’s 24-point (this is also the opponent’s 1-point).
- 13-Point: Five checkers on each player’s 13-point.
- 8-Point: Three checkers on each player’s 8-point.
- 6-Point: Five checkers on each player’s 6-point.

The checkers begin in a mirror image formation, as players move their checkers in opposite directions around the board, aiming to bring all their checkers into their respective home boards before bearing them off. This journey, however, is rarely straightforward, adding to backgammon’s strategic depth.
Gameplay Basics

Starting the Game:
In backgammon, each player rolls a single die. The highest roll starts the game. If the rolls are the same, re-roll until a starting player is determined. The initial dice roll also dictates the first player’s opening moves.
Movement:
On each subsequent turn, players roll two dice. Each die represents a separate move. Checkers always move forward, counter-clockwise around the board, toward their respective home boards. The ultimate goal of these movements is to bear off all your checkers.
For instance, with a dice roll of 3 and 5, a player can:
- Move one checker 3 points and another checker 5 points.
- Move a single checker 3 points, then 5 points (total of 8), only if the intermediate point (after the 3-point move) is unoccupied. Direct jumps to the 8th point are illegal moves.
Doubles: Rolling doubles is a bonus! If you roll the same number on both dice (e.g., two 4s), you play that number four times. So, double 4s allow you to make four separate moves of 4 points each.
Forced and Illegal Moves: You are forced to make all legal moves indicated by your dice roll. If you can only play one number, you must play it. If you can play either number but not both, you must play the higher number. Making an illegal move (like moving a checker to a blocked point) is not allowed.
Blotting, Hitting, and Entering from the Bar:
- Blot: A lone checker on a point is a blot, vulnerable to being hit.
- Hitting: If you land on an opponent’s blot, their checker is “hit” and placed on the bar.
- Entering: If you have checkers on the bar, you must enter them into your opponent’s home board before moving any other checkers. You enter a checker by moving it to the point number corresponding to your dice roll. However, if the opponent’s point is “blocked” (two or more of their checkers), you cannot enter, lose your turn, and your checker remains on the bar.
Advanced Backgammon Gameplay: Mastering Strategy and Tactics

Strategic thinking is essential for winning in backgammon. It involves constructing defensive structures, calculating risks, anticipating your opponent’s moves, and selecting the right strategic approach for the game’s current state.
Building Defensive Structures
Blocks: A block is a point occupied by two or more of your checkers. Blocks prevent your opponent from landing on that point, disrupting their movement.
Primes: A prime consists of six consecutive blocks, forming a formidable barrier. Primes can trap your opponent’s checkers, significantly hindering their progress. This is particularly powerful during a holding game strategy.
Made Points: A made point is a point in your home board occupied by two or more of your checkers. Made points are essential for efficiently bearing off checkers, especially in a race strategy.
Key Strategic Approaches
Understanding these core strategies will elevate your backgammon game:
- The Running Game:
- Objective: Quickly move all your checkers into your home board and bear off as fast as possible.
- When to Use: Favorable initial roll, or a substantial early lead.
- Example: A 6-5 roll vs. your opponent’s 2-1 presents a prime opportunity to initiate a running game.
- Risks: Exposed blots increase vulnerability to hits.
- The Holding Game:
- Objective: Create a strong defensive position, ideally a prime, to control the game’s pace and trap opponent checkers.
- When to Use: Initial roll offers no clear advantage, or when slightly behind.
- Example: Securing points 5, 4, and 3 in your home board early can be the foundation for a holding game.
- Risks: Slower pace; requires careful pip count management.
- The Backgame:
- Objective: Leave one or two checkers deep in your opponent’s home board to hit blots during their bearing off phase.
- When to Use: Significantly behind and needing a high-risk, high-reward play.
- Example: If your opponent is bearing off while you have checkers in their outer board, a backgame can be a last resort. (Illustrated example of a backgame setup, highlighting its potential and risks.)
- Risks: Back checkers are susceptible to being trapped. A backgame often works well as a part of a blitz strategy. Statistics show that a well-executed backgame can increase win probability by 15-20% in the late game.
- The Blitz:
- Objective: Aggressively hit your opponent’s blots from the start, aiming to control key points in their home board.
- When to Use: Comfortable with risk, or when the opponent leaves blots exposed.
- Example: Blitzing is effective when your opponent has multiple blots early on. Holding your 7-point makes it easier to trap opponent checkers.
- Risks: You might end up with checkers on the bar, hindering your blitz.
- The Race:
- Objective: When neither player has established defensive structures, prioritize bearing off checkers as quickly as possible.
- When to Use: Late game, with few blocking opportunities and no back checkers.
- Example: A race often occurs when both players are hitting each other’s blots but not making significant positional gains.
- Risks: Frustration can arise from repeated hits; the doubling cube becomes a critical factor.
Risk Management and Strategic Adaptation
Backgammon constantly demands risk assessment. Building blocks and primes offers safety but can be slow. Exposing blots is risky but creates hitting opportunities. Skilled players analyze:
- Dice Distribution: The probability of specific numbers influences decision-making.
- Pip Count: A lower pip count suggests an advantage in a race.
- Opponent’s Position: Vulnerabilities and blocking potential inform your choices.
- Game Stage: Strategic approaches should adapt based on the game’s current dynamics.
Mastering these strategic elements, including risk management and adapting to the specific game dynamics, is essential for excelling at backgammon.
Bearing Off

Bearing off is the final stage, the exciting endgame of a backgammon match. Once all your checkers are safely within your home board, you can begin removing them from the board, following these rules. The first player to bear off all their checkers achieves the win condition and wins the game.
How to Bear Off:
Each dice roll corresponds to a point number in your home board.
- Direct Bear Off: If you roll a number and have a checker on the corresponding point, remove that checker from the board. For example:
- Roll a 6: Remove a checker from your 6-point.
- Roll a 2: Remove a checker from your 2-point.
- Bearing Off with No Matching Checker: If your dice roll doesn’t match an occupied point, you have two options:
- Move a Checker from a Higher Point: If you have checkers on points higher than the number rolled, move a checker from a higher point within your home board, following the standard movement rules. For instance, if you roll a 3 but your 3-point is empty, you can move a checker from your 5-point down two spaces. This strategic use of your pips(the number of points needed to bear off a checker) can improve your position.
- Bear Off from the Highest Occupied Point: If you roll a number and have no checkers on or above that point, remove a checker from your highest occupied point. For example, if you roll a 5, but your highest occupied point is your 2-point, bear off a checker from the 2-point.
Mastering these bearing off nuances is crucial for efficient endgame play. The player who can effectively minimize their pip count and bear off their checkers most rapidly increases their chance of achieving victory.
The Doubling Cube in Backgammon

The doubling cube is a six-sided die with faces marked 2, 4, 8, 16, 32, and 64. It’s not used for checker movement but for raising the stakes in backgammon, adding a crucial layer of strategy.
How the Doubling Cube Works:
- Initial Position and Value: At the start of a game, the doubling cube is placed in the center of the board – typically on the bar – with the 64 face up. Its initial value is 1. It is a centered cube at this point and owned by neither player.
- Offering a Double: On your turn, before rolling the dice, if you think you have an advantage, you may offer your opponent a double. You do this by turning the doubling cube to 2 and offering it. You now own the cube.
- Accepting or Rejecting a Double: Your opponent has two choices:
- Accept: The stakes are doubled. Your opponent takes possession of the doubling cube, and now they have the option to redouble later.
- Reject: Your opponent refuses, conceding the current game and losing points equal to the current doubling cube value (1 point in this initial double).
- Redoubling: If a double is accepted, the player who accepted it can later offer a redouble, turning the cube to 4. This process can continue back and forth, escalating the stakes.
Strategic Implications:
The doubling cube is a powerful strategic tool. Offering a double can:
- Increase Stakes: Capitalize on a strong position to win more points.
- Apply Psychological Pressure: A double can intimidate an opponent, pushing them to make risky decisions.
- Bluff: A well-timed bluff, even from a weaker position, might induce a resignation.
Doubling Cube and Match Play (Crawford Rule):
In match play, the Crawford Rule affects the doubling cube. When a player is one point away from winning the match, the doubling cube is removed for one game (the Crawford game). It’s then reintroduced for the remainder of the match.
Understanding the strategic nuances of the doubling cube, including its interaction with the Crawford Rule, is essential for effective backgammon play. It adds depth, excitement, and a psychological dimension that goes beyond simply rolling dice and moving checkers.
Scoring and Winning in Backgammon

Backgammon offers three types of wins, each with a different point value:
- Single Game (or Standard Win): You bear off all your checkers before your opponent, but they have already borne off at least one checker. A single game is worth 1 point.
- Gammon: You bear off all your checkers before your opponent bears off any. A gammon doubles the stakes and is worth 2 points.
- Backgammon: You bear off all your checkers before your opponent bears off any, and they still have checkers on the bar or in your home board. A backgammon triples the stakes and awards 3 points.
Doubling Cube and Stakes:
The doubling cube dramatically impacts the stakes and final score. It multiplies the value of the win by the number displayed on the cube. The final score is calculated by multiplying the type of win (single, gammon, or backgammon) by the doubling cube’s value.
- Example 1: Single game win, doubling cube on 8. Score: 1 * 8 = 8 points.
- Example 2: Gammon win, doubling cube on 4. Score: 2 * 4 = 8 points.
- Example 3: Backgammon win, doubling cube on 2. Score: 3 * 2 = 6 points.
Scoring in Match Play:
In match play, games are played until one player reaches a predetermined cumulative score. The stakes of each game, as affected by the doubling cube, contribute to this cumulative score. For example, in a 5-point match, the first player to reach a cumulative score of 5 points wins the match.
The doubling cube significantly influences the strategic landscape of backgammon, making decisions about offering, accepting, and rejecting doubles crucial for maximizing your score and managing risk effectively, especially in match play.
Optional Rules and Variations

While standard backgammon rules provide a solid foundation for gameplay, various optional rules, or variations, introduce additional strategic nuances. Some of these variants, such as the Crawford Rule, are commonly used in tournaments and match play, while others, like the Jacoby Rule, might be adopted in casual settings among more experienced players to accelerate gameplay.
Here are some common optional rules:
- Jacoby Rule: This rule modifies scoring by stipulating that gammons and backgammons only count as a single game if neither player has offered a double during the game. This encourages more aggressive play, as players are less incentivized to play defensively solely to achieve a gammon. This variant is typically used in casual games, not official tournaments.
- Crawford Rule: This rule, specifically for match play, dictates that the doubling cube is removed from play in the game immediately following a game where one player reaches a score just one point shy of winning the match. This “Crawford game” allows the trailing player a chance to catch up without the added pressure of the doubling cube. The doubling cube is reintroduced in all subsequent games.
- Automatic Doubles: If both players roll the same number on the opening roll of the game, the stakes are immediately doubled. The doubling cube is turned to 2 and remains centered on the board. This variant injects excitement and higher stakes from the outset. Some players or tournament rules may limit automatic doubles to a single occurrence per game.
- Beavers: This rule provides an immediate counter-doubling opportunity. If a player is offered a double, they may immediately “beaver”, turning the doubling cube to 4, effectively redoubling while retaining possession. The original doubler can then accept or reject the redouble, introducing another layer of strategic decision-making. This encourages very aggressive doubling cube strategies.
These optional rules, while not standard, can significantly enhance your backgammon experience by adding complexity and excitement to gameplay. They’re a great way to explore different strategic approaches and add variety to your games, especially as you gain more experience.
Related: Explore other dice games for kids and adults.

FAQs
Can I skip my turn if I don’t like my roll?
No. If a legal move is available, you must make it, even if it puts you at a disadvantage. Forced moves are part of the game strategy, and there are no take-backs.
What if I can only play one of the numbers I rolled?
If only one number can be played, you must play the higher number.
What if I roll doubles?
Doubles are a powerful advantage. You get to play the number shown on the dice four times. For example, double 2s allow for four separate moves of 2 points each.
Can more than five checkers occupy a single point?
Yes, there’s no limit to how many checkers can be on a single point. This is often crucial for building blocks.
What happens if a point is blocked?
A blocked point (one occupied by two or more opponent checkers) cannot be landed on, even if your dice roll indicates that point. Strategic blocking is a core component of backgammon.
My checker got hit and is on the bar. Do I have to enter it even if it’s a bad position?
Yes. Entering checkers from the bar takes absolute priority. You cannot move other checkers, even if you could bear off, until all your checkers are off the bar. This rule significantly impacts end-game strategy and your chances of achieving a gammon or backgammon, especially if your opponent is close to bearing off.
How does hitting affect gammons and backgammons?
Hitting blots and sending your opponent’s checkers to the bar is crucial for achieving gammons and backgammons. The more checkers your opponent has on the bar or left in their home board, the higher your chances of achieving these higher-scoring victories.
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