Backgammon is a simple game and the backgammon rules are very easy to learn.

In this page we are going to provide both a short and a detailed version of the backgammon rules. After you read below the easiest way to understand and learn the rules is to go and signup for a free account at one of our recommended online backgammon sites. Our favorite site that allows you to play directly in browser without having to download and install any software is Moneygaming. Click here to signup at our recommended site and also enjoy many other games that you can play from same account.

Backgammon Rules – Short Version

Backgammon is played by two persons and each one has a total of 15 checkers on a board consisting of 24 spaces or points. The playing pieces are moved according to the roll of the dice. The main objective is to remove all of one’s own checkers from the board before one’s opponent can manage to do the same thing. The thrill of backgammon online or offline comes form hitting and blocking your opponent’s checkers in order to block their progress.

The players, according to the roll of the dice, are trying to move their 15 checkers across the board. The main goal is to remove all the checkers from the backgammon board before your opponent. To do this all the checkers have to be into the home board. According to the dice score you will remove or bear-off all of your checkers. The player that manages to remove all of his checkers first is the winner of the game.

Backgammon Rules – Detailed version

Backgammon is played with 15 checkers per player and a pair of dice. Before the start of each game the checkers are set up to a specific starting position. The players roll the dice and move their checkers around the board according to the numbers.

Backgammon Rules

The goal of the game is to bring all your checkers into your home board and then bear them off. The player who has borne off all his checkers first wins the game.

Rolling the Dice and Movement of the Checkers

When a new game begins, each player rolls a single dice. The player with the higher number starts moving his checkers according to the initial roll, which is made up of his and the opponents initial number. After that every roll by the players is done with two dice.

The checkers can then be moved according to the numbers. If both dice show the same number, the roll is called a double and the player can use the number that is showing four times.

These rules apply for the movement of your checkers:

  • Checkers can only be moved in forward direction around the board. Checkers can move to all points on the board, except points that are occupied by two or more of the opponent’s checkers.
  • If you move to a point where an opponent’s single checker is placed, that man is hit and send back to the bar.
  • Rolled numbers can be used for moving two (in case of a double: up to four) different checkers or be combined to move just one checker (three or less checkers with a double roll).
  • All two (or four) numbers have to be executed if there are legal moves available. If both numbers of a non-double roll can be legally moved individually, but not together, the higher number has to be played.

    Hitting

    An opponent’s sole checker can be hit by moving to the point where it is located. That checker is then placed on the bar and has to go the whole way around the board again.

    Entering from the Bar

    If one or more of your checkers are on the bar you have to re-enter them before you can move any other of your checkers. You can only re-enter into open points in your opponent’s home board.

    For example, if your opponent has made his 6-point, 5-point and 4-point, you need to roll a 1, 2 or 3 to re-enter your checker. If you fail to re-enter you pass your turn.

    Bearing Checkers off

    When all your checkers are in your home board you can start bearing them off. Checkers can be borne off in different ways:

    The player may bear off a man from the point corresponding to the rolled die. If there is no checker on the corresponding point he must make a legal move from a higher numbered point. If there are no more checkers on higher numbered points he may bear off a checker from the highest numbered point where there is still a checker.
    A player is never obliged to take a man off if he has a legal alternative.
    Once a checker has been borne off it can not be brought back into play.

    End of the Game and Scoring

    The players who bears off all his 15 checkers first is the winner of the game. You win a single game worth 1 point if your opponent has at least borne off one of his checkers.

    You win a double game (gammon) worth 2 points if your opponent has not borne any of his checkers and has no men in your home board at the end of the game.

    You win a triple game (backgammon) worth 3 points if your opponent has neither taken off any checkers, nor removed all of his checkers from your home board or the bar.

    The Doubling Cube

    Backgammon is usually played for a certain stake per point (money games) or to a certain number of points (match play).

    The number of points you win in a given game depends on the final value of the doubling cube. At the beginning of a game the value of the cube is always 1 and the cube is located in the middle of the Board. This means it is available to both players.

    During the game either player may opt for an initial double to 2. The opponent then has the choice of refusing to play on for 2 points, thus losing one point, or taking the double and continuing the game. If he decides to take, he owns the cube and is the only one who may later opt for a redouble to 4. Of course, if he decides to re-double and his opponent takes, he loses ownership of and access to the cube until it eventually comes back to him on 8. And so on.