Backgammon in one page
2 players · board · 15 checkers each · 2 pairs of dice · doubling cube
Each player moves 15 checkers around the 24-point board in opposite directions according to rolls of two dice, trying to bring all of them into their home board and then remove (bear off) them. A single checker on a point can be hit and sent to the bar, where it must re-enter before its owner can move anything else. The first player to bear off all 15 checkers wins one point, two for a gammon, three for a backgammon, all multiplied by the doubling cube.
In brief
- Setup: 2 on 24-pt, 5 on 13-pt, 3 on 8-pt, 5 on 6-pt
- Opening: each rolls 1 die; higher plays both numbers
- Move forward toward your 1-point, one die per step
- Land only on open points (not 2+ enemy checkers)
- Doubles = four moves of that number
- Use both dice if possible; else the larger one
- Hit a lone checker (blot) → it goes to the bar
- Bar checkers must enter before any other move
- All 15 home → bear off by the dice numbers
- Win = 1 · Gammon = 2 · Backgammon = 3 (× cube)
- Double before rolling; refuse = lose current stakes
Setup
- Sit across from each other with the board between you. The points are numbered 1 to 24 from your own point of view, starting with the 1-point in your home board. Your home board is points 1 to 6, and you move from your 24-point toward your 1-point. Your opponent numbers the board the other way and moves in the opposite direction.
- Place your 15 checkers: 2 on your 24-point, 5 on your 13-point, 3 on your 8-point, and 5 on your 6-point. Your opponent sets up the mirror image on their own numbering.
- Put the doubling cube in the middle with 64 facing up. That means the game is worth 1 point and nobody owns the cube yet.
- Each player rolls one die. The higher roll goes first and uses both numbers showing as the opening roll. If the dice tie, roll again.
On your turn
- Before you roll, you may offer to double the stakes if the cube is in the middle or on your side (see scoring). Otherwise, roll both dice from your cup into the right-hand side of the board.
- Move one or more checkers forward by the numbers rolled. A roll of 5-2 means you move one checker 5 and another 2, or one checker 5 then 2 (or 2 then 5), landing on an open point after each step.
- A point is open if it is empty, holds your own checkers, or holds exactly one opposing checker. You can't land on a point with two or more of your opponent's checkers.
- Doubles are played twice: a roll of 4-4 gives you four moves of 4.
- You must use both numbers if you legally can. If you can play only one, you must play it, and if either one but not both can be played, you must play the larger. If no move is possible, your turn is lost.
- Landing on a single opposing checker (a blot) hits it. That checker goes on the bar in the middle of the board.
- If you have a checker on the bar, you must enter it into your opponent's home board before moving anything else. A roll of 3 enters on your opponent's 3-point (your 22-point), and so on, as long as that point is open.
Scoring
| Single game (loser has borne off at least one checker) | 1 × cube |
| Gammon (loser has borne off no checkers) | 2 × cube |
| Backgammon (loser has borne off none and has a checker on the bar or in the winner's home board) | 3 × cube |
| Double refused | Current cube value, paid by the player who refuses |
| Doubling cube faces | 2, 4, 8, 16, 32, 64 |
Winning
The first player to bear off all 15 checkers wins the game and scores its value. In a money game each game is settled separately. In match play, the players play a series of games until one reaches an agreed number of points, such as 7. Under the Crawford rule used in matches, when one player first gets to one point short of the match target, the doubling cube is out of play for the next game only.
gamesrulesexplained.com/backgammon/ · rules checked September 2026