Backgammon Rules

These are the standard rules of backgammon as played in clubs and tournaments. If you just want to get going, the beginner guide is shorter.

Equipment

A board with 24 points, 15 checkers for each player in two colours, two dice for each player, a dice cup each, and a doubling cube marked 2, 4, 8, 16, 32 and 64.

The object of the game

Move all fifteen of your checkers into your home board, then bear them off. The first player to bear off all fifteen wins.

Setting up

123456789101112131415161718192021222324 Your home board ▼ Your outer board ▼
The starting position. Light checkers move from the 24-point to the 1-point.

Each player places two checkers on their 24-point, five on their 13-point, three on their 8-point and five on their 6-point. The two players move in opposite directions, so each player's 24-point is the other's 1-point.

Starting the game

Each player rolls one die. The higher number moves first, using the two numbers just rolled. If both dice show the same number, both players roll again. After the first move, players take turns rolling two dice.

Moving the checkers

  1. The two dice are two separate moves. A roll of 5 and 3 means one checker moves five points and one checker moves three points. The same checker can make both moves.
  2. A checker can only land on an open point: one that is empty, holds your own checkers, or holds a single enemy checker.
  3. If one checker uses both numbers, it must be able to land on an open point after the first of them.
  4. A double is played four times. With 2 and 2 you have four moves of two, which you can split between checkers any way you like.
  5. You must play both numbers if the position allows it. If you can play one number but not both, you must play one. If either number could be played alone but not both together, you must play the higher. If neither can be played, you lose your turn.
  6. A turn is over once the dice are played and the player picks them up. Until then, moves can be changed.

Hitting and entering

A point with a single checker on it is a blot. When a checker lands on an enemy blot, the blot is hit and placed on the bar.

A player with a checker on the bar must enter it before moving any other checker. Entering uses the opponent's home board: a roll of 4 enters on the opponent's 4-point, which is your own 21-point. You can enter on any open point. If both numbers are blocked, the whole turn is lost. If you have more than one checker on the bar, they all need to enter before anything else moves.

A player whose home board is completely closed (six made points) has closed out the other player. The checker on the bar can't enter until a point opens up.

Bearing off

Once all fifteen of your checkers are in your home board, you can bear them off.

  • A roll removes a checker from the point that matches the number. A 6 bears off from the 6-point.
  • If that point is empty, you must make a legal move with that number from a higher point.
  • If there are no checkers on higher points, you bear off from the highest point that has a checker on it.
  • You never have to bear off. A legal move inside the home board is always allowed instead.
  • If a checker is hit during the bear-off, it must re-enter and come all the way home before bearing off continues.

Scoring a game

ResultWhat it meansWorth
Single gameThe loser has borne off at least one checker.1 times the stake
GammonThe loser has not borne off any checkers.2 times the stake
BackgammonA gammon where the loser still has a checker on the bar or in the winner's home board.3 times the stake

The doubling cube

The doubling cube raises the stakes. At the start of a game it sits in the middle, set to 64 (which stands for 1), and either player can use it.

  • Before rolling, a player who thinks they are ahead can offer a double by turning the cube to 2.
  • The other player then either takes, and the game carries on for twice the stake, or passes, and loses the game straight away at the current stake.
  • After a take, the player who took owns the cube. Only they can make the next double, to 4. Doubles can go back and forth like this for the rest of the game.

The cube multiplies gammons and backgammons too. A gammon with the cube on 4 is worth 8 points.

The game on this site plays single games without the cube, so every game starts fresh. It still shows you when a game ends in a gammon or backgammon.

Match play and the Crawford rule

In tournaments, players play a match to a set number of points, such as 7 or 11. Each game's result (with the cube) is added to the winner's score.

The Crawford rule protects the leader. The first time a player gets to one point short of winning the match, the next game is played without the cube. That game is called the Crawford game. After it, the cube is back in use.

Optional rules in money games

The Jacoby rule
Gammons and backgammons count only as single games unless the cube has been turned during the game. It speeds up play and is common in money games, but not in matches.
Automatic doubles
If both players roll the same number at the start, the stake is doubled and the cube stays in the middle. Players agree beforehand whether to use this, and usually cap how many times it can happen.
Beavers
A player who is offered a double can take it and immediately redouble while keeping the cube. It's a house rule only.

Rolling the dice properly

Over a real board, you roll both dice from the cup into the half of the board on your right. Both dice have to land flat in that half. If a die lands outside it, on a checker or tilted (a "cocked" die), you roll both again. You shouldn't roll until your opponent has picked up their dice, because that's what ends their turn.

Common questions

Do you have to use both dice in backgammon?
Yes, if you can. If only one number can be played, you play that one. If either number could be played on its own but not both, you must play the higher number.
Can you move one checker with both dice?
Yes. One checker can use both numbers, as long as the point it lands on after the first number is open.
What happens when you roll a double?
You play the number four times. A double 5 gives you four moves of five points each, split between your checkers however you like.
Can you bear off if you have a checker on the bar?
No. All fifteen of your checkers must be in your home board. A checker on the bar has to enter and travel all the way home first.
What is a gammon in backgammon?
A gammon is a win where the loser has not borne off any checkers. It is worth twice the normal stake. A backgammon, worth three times, is a gammon where the loser still has a checker on the bar or in the winner's home board.
What is the Crawford rule?
In match play, when one player first gets to one point short of winning the match, the next game is played without the doubling cube. After that game, the cube is back in play.

Try the rules in a game