How to Play Backgammon

The Ultimate Guide

Backgammon board showing starting checker positions at the beginning of a game

Introduction

Backgammon is one of the oldest board games in the world — dating back over 5,000 years. Simple to learn, tough to master, it blends strategy, luck, and timing in a race to bear off your checkers before your opponent.

This guide will walk you through the basic backgammon rules — from setup to winning — so you can start playing confidently in minutes.

Board Layout

Backgammon is a board game for two players.

Each player has

  • 2 dice

  • 15 checkers.

There’s 1 doubling cube.

The board is divided into 4 quadrants: Two outfields and two homes. Each quadrant is divided into 6 points making a total of 24 points.

The vertical divider is called “the bar” and the bear-off trays are located on the side of the board.

Backgammon board layout showing the starting position of all checkers

How to set up the Board

White has:

  • Two checkers on 24 (backmost checkers)

  • Five checkers on 13 (midpoint)

  • Three checkers on 8

  • Five checkers on 6

Black’s checkers are placed opposite of White’s.

White moves counter-clockwise and Black moves clockwise.

Backgammon board with arrows indicating the direction of checker movement for each player

How to Win

The objective of Backgammon is to move all your checkers into your home board, and then take them off (We explain this later on). It’s only possible to take off checkers while all of your checkers are inside your home board. The first player to take off all their checkers wins the game.

Backgammon board showing how to win by bearing off the last two checkers

Starting the Game

The players start the game by rolling one dice each - this is called the “opening roll”. If the same number is rolled in the opening, both players must make a re-roll.

The player who rolls the highest number wins the opening roll and must play the rolled dice combination. For the remaining turns of the game, each player rolls two dice.

Backgammon opening roll showing dice and starting checker positions for each player

When a player rolls two identical numbers it’s called “to roll a double”. Rolling a double will give you twice the numbers. Example: If you roll two 2’s you now have four 2’s you can move. This goes for any double that you roll.

Backgammon move example showing how to move a checker according to the dice roll

For any type of roll, you have to use both dice numbers if they can both be used! You can decide whether to combine the dice numbers and move a single checker, or to separate the dice numbers and move two individual checkers - or in the case of a double roll, move up to four individual checkers.

There’s no limit to how many checkers you can place on a point.

Your turn ends when you’ve moved your checkers and you pick up the dice.

Anchors & Primes

Two or more checkers on a point is called an anchor. Your opponent’s checkers can’t move to your anchors as you are occupying these points. When anchors are placed next to each other it’s called a prime. To get past your opponent’s prime or anchor, your checkers must be able to land on a free point.

Backgammon strategy example showing how to move a checker against a blocking prime formation

Hitting Checkers

A single checker can be “hit” if your opponent’s checker lands on it. When a checker is hit it must be placed on the bar. When a player has checkers on the bar, they must use their roll to enter the checkers into their opponent’s home board before moving any other checkers. A checker is entered by moving it to any point in your opponent’s home board that is not blocked by an anchor. If both your dice numbers are blocked by your opponent’s anchors, you must stay on the bar and your turn ends.

Backgammon example showing how to hit an exposed checker and the strategic logic behind the move

Forced Moves

If it is possible to use both dice, you must do so. You cannot make a move that prevents you from playing the second dice if there is a move that allows both dice to be played (A).

Backgammon example illustrating the logic behind forced moves when no other legal options are available

In a bear-off situation, you are not required to move the higher dice first. You may play the lower dice first, which may then result in a forced move with the higher dice (B).

If you can only use one of the two dice, you must always play the dice with the higher number.

Taking Off Checkers

When all of your checkers are inside your home board, you can now move them out of the board (A). You are free to make any legal moves in your home board with the given dice numbers, including not taking off checkers (B).

If you roll a number higher than the point you have checkers on (D), you must take off checkers from the backmost point containing checkers.

Backgammon bear-off strategy showing the logic behind which checkers to remove first

Point System

There are three ways of winning a game of backgammon:

  • Single (1 point): When you have taken off all your checkers and your opponent has taken off between 1 and 14 checkers.

  • Gammon (2 points): When you have taken off all your checkers and your opponent hasn’t taken off any checkers.

  • Backgammon (3 points): When you have taken off all of your checkers and your opponent hasn’t taken off any checkers and still has 1 or more checkers either on the bar OR inside your home board.

Doubling Cube

When you have an advantage in the game you usually want to double your opponent. The cube must must be offered when it's your turn and before rolling the dice.

The points won in the game are multiplied by the level of the doubling cube. When the cube is first offered and taken the level is raised from 1 to 2, the levels can only double up one step at a time.

Winning a single game with the cube level on 2 will give you 2 points, winning a gammon (which is 2 points) with a cube level of 4 will give you 8 points.

Backgammon doubling cube example showing when and how to offer a double

Black doubles White, and White now has two options: Pass or Take

If he passes the game ends and his opponent wins the number of points of the cube level. Passing an initial cube wins the opponent 1 point, passing a redouble from 2 to 4 wins the opponent 2 points, and so on and so forth.

ackgammon position showing a take decision after a double and cube ownership

White takes thereby becoming the owner of the cube and will be the only one who can offer the next double.

The game continues and both players now play on for the new higher stakes and Black makes her roll.

Pip Counting

Backgammon is fundamentally a race for who can run their checkers to the finish line first. The “pip count” is a way to count who is ahead in the race.

The player with the lowest pip count is ahead in the race. The pip count determines the optimal strategy to use in the game - If you're ahead in the race you want to avoid getting hit and bring your checkers home. If you're behind in the race you want to try and hit a checker since a pure race will leave you in a losing position.

Backgammon starting position showing total pip count and how it’s calculated

In the opening both players have 167 pips each. And when the players start rolling dice and hitting checkers the pip count changes. Keeping track of the pip count in exact numbers is something advanced players can do some what easily. But for new players it is easier to look at the big picture and guage who is ahead and who is behind - often it is quite obvious.

Strategies

Backgammon has 4 basic strategies.

Executing these strategies expertly is what makes backgammon intricate, exciting and a lifelong journey to master. If you play against a friend does not know these 4 strategies you will have a HUGE advantage.

  • Prime
    Building a wall of anchors from which your opponent’s backmost checkers can’t escape.

Backgammon strategy example illustrating how a prime is used to trap opposing checkers
Backgammon blitz strategy example showing aggressive play to hit and contain opponent checkers
  • Blitz
    You overpower your opponent by hitting and closing out your home board with anchors so that they can’t enter from the bar.

  • Race
    Simply bet on getting higher dice rolls so you can be the first player to take off all your checkers.

Backgammon example illustrating a race scenario with both players focused on bearing off and getting the highest dice rolls
  • Contact
    When behind in the race sit tight by having an anchor in your opponent’s home territory from which you wait for a chance to hit.

Backgammon contact holding game example showing one player maintaining an anchor in the opponent’s home board

Backgammon is Amazing!

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