Backgammon Rules
Backgammon is a classic two-player game blending strategy and luck, making it an enduring and widely played mind sport. Players race their checkers around a board using dice rolls. The objective is simple, but its tactical depth offers a lifetime of study.
While variations exist, this guide covers competitive backgammon rules, from setup to match play and the doubling cube. These rules are recognized by the World Backgammon Federation (WBGF) and used in official championships. The US Backgammon Federation also offers an introductory guide to the basics.
Understanding these rules is essential for appreciating the game’s complexity and exploring foundational ideas like probability and board structure. This page focuses strictly on rules; a companion guide explores backgammon strategy.
The Objective of the Game
The objective: be the first to move all fifteen checkers around the board, into your home board, and then “bear them off” (remove entirely). The first to bear off all checkers wins. Checkers travel a U-shaped course in opposing directions.
Equipment and Setup
The Board and Checkers
The board has twenty-four “points” (triangles) in four quadrants, separated by a central “bar”. Each player has a “home board” and an “outer board”. Players use fifteen checkers of one color, a pair of dice, and a dice cup.
A “doubling cube” (2, 4, 8, 16, 32, 64) raises the point value of a game during match play. It starts on the bar, 64-side up, signifying a one-point game.
The Starting Position
Points are numbered 1 to 24. A player’s 1-point is in their home board; the 24-point is the opponent’s 1-point. Each player arranges fifteen checkers in a specific, symmetrical formation, identical from their own perspective.
| Point Number | Number of Checkers |
|---|---|
| 24-point (opponent’s 1-point) | 2 checkers |
| 13-point (opponent’s mid-point) | 5 checkers |
| 8-point (player’s outer board) | 3 checkers |
| 6-point (player’s home board) | 5 checkers |
Playing the Game
Rolling the Dice and Moving
Players roll one die to start; the higher roll goes first, using both numbers. Afterward, players alternate, rolling two dice. Dice numbers (pips) dictate checker movement. Numbers can move two checkers or combine for one, provided intermediate points aren’t blocked.
A roll of 4 and 2 allows moving one checker four points and another two, or one checker six points if the intermediate point is open. A point is “blocked” by two or more opponent’s checkers. Players can land on empty points, their own checkers, or a single opposing checker (a “blot”).
Rolling doubles (e.g., 5-5) means four moves of that number. Players must use both dice numbers if possible. If only one number can be played, it must be used. If either number can be played but not both, the larger number must be played. If no legal moves are possible, the turn is forfeited.
Hitting and Entering from the Bar
A single checker is a “blot.” If an opponent lands on a blot, it’s “hit” and moved to the bar. Checkers on the bar must re-enter before any other moves can be made.
To re-enter, use a dice roll to move a checker from the bar to an open point in the opponent’s home board (e.g., a 3-roll enters the 3-point). If the corresponding point is blocked by two or more opponent’s checkers, entry is impossible. If all entry points are blocked, the turn is lost, known as “dancing”.
Bearing Off
Once all fifteen checkers are in a player’s home board (points 1-6), “bearing off” begins. This removes checkers from the board. A roll of 4 bears off from the 4-point, a 6 from the 6-point, etc.
Exact rolls aren’t needed for bearing off. If a roll is higher than the highest occupied point, bear off from that highest point. For example, with 5-5 and the remaining checkers stacked on the 4-, 2-, and 1-points, each 5 bears off a checker from the highest occupied point, starting with the 4-point. If a checker is hit during bear-off, it must return to the home board before bearing off resumes.
Scoring and Winning
Standard Wins, Gammons, and Backgammons
The first player to bear off all fifteen checkers wins the game. Points awarded depend on the opponent’s final position and are multiplied by the doubling cube.
| Type of Win | Condition | Points Awarded |
|---|---|---|
| Standard Win | Opponent has borne off at least one checker. | 1 point |
| Gammon | Opponent has not borne off any checkers. | 2 points |
| Backgammon | Opponent has not borne off any checkers and has at least one checker on the bar or in the winner’s home board. | 3 points |
The Doubling Cube
The doubling cube is an essential element of modern backgammon, adding psychological and mathematical skill. Before rolling, a player can offer to double the point value of the game by turning the cube to “2”. The opponent can “take” or “pass”.
If the opponent “passes” (drops), they forfeit one point. If they “take,” the game continues at double the point value, and they “own” the cube. Only the cube owner can redouble. Subsequent doubles increase value (4, 8, 16…). The cube allows a player with an advantage to increase reward or force a concession.
Match Play Rules
Playing to a Point Total
In tournaments, players compete in a “match” to a predetermined point total (e.g., 7 or 11 points). The first to reach this total wins. All scoring, including gammons, backgammons, and doubling cube values, contributes. For instance, a gammon with the cube on 2 in a 7-point match awards 4 points (2×2).
The Crawford Rule
The Crawford Rule applies in match play: for the first game where one player is one point away from winning the match (the “Crawford game”), the doubling cube cannot be used. This ensures the leader must win the game over the board. After this single game, the cube is back in play.
Tournament Conventions
Formal competition requires fair play procedures. Dice must be shaken in a cup and rolled onto the board’s right side. A roll is valid if both dice land flat. A move is complete when dice are picked up. These standards, enforced by tournament directors and bodies like the WBGF, maintain game integrity. Many players enjoy a daily logic puzzle between matches.
Frequently Asked Questions
What happens if I can’t make a legal move?
If no legal moves for either die number, you forfeit your turn. This occurs if checkers are blocked by opponent’s “primes” or if on the bar with blocked entry points. If only one die’s number can be played, it must be. If either can be played but not both, the larger number is required.
Can I move my checkers backward?
No, checkers always move forward, from higher to lower-numbered points, advancing from the opponent’s home board to your own for bearing off. No rule permits backward movement. This forward-only progression is fundamental to backgammon’s race structure, defining strategic piece advancement.
What does it mean to “dance”?
“Dancing” is slang for failing to re-enter a checker from the bar. When on the bar, use a dice roll to move onto an open point in the opponent’s home board. If points corresponding to your roll are blocked, you cannot re-enter, lose your turn, and your checker remains on the bar.
Do I have to use the higher or lower die roll first?
You can use dice numbers in any order. For a 5-3 roll, move one checker 5 and another 3, or a single checker 3 then 5. This choice is critical, as one sequence might be legal while another is blocked. If you can play only one number, but not both, you must play the larger one.
What is a “prime”?
A prime is a sequence of consecutive points, each occupied by two or more of your checkers. It acts as a wall, blocking opponent’s checkers. A six-point prime is powerful, trapping opposing checkers. Building and breaking primes is an essential strategy for offense and defense, controlling board flow.
Can I hit an opponent’s checker in their home board?
Yes, you can hit an opponent’s blot anywhere, including their home board. This powerful play forces the opponent to re-enter from the bar and travel the entire board again, significantly altering the race. It’s effective if you’ve built a strong prime in your home board, making re-entry difficult and disrupting bearing off.
Do I have to use the exact number to bear off?
No, an exact number isn’t always required. You can bear off from a corresponding point (e.g., a 4 from the 4-point). If you roll a number with no checkers on that point, use it to move a checker from a higher-numbered point. If no checkers are on higher points, use the roll to bear off from the highest point you occupy.
What is the difference between the doubling cube and the dice?
The two regular dice are rolled each turn to determine checker movement, generating random numbers 1-6. The doubling cube is a scoring device, not rolled. It offers to double the game’s point value, tracking the current value and indicating which player can redouble. It adds a strategic layer to scoring.
Why can’t the cube be used on the first game of a match?
This is a common misunderstanding of the Crawford rule. The doubling cube can be used in the first and all subsequent games of a match. The restriction applies only to one specific game: the first game where one player is one point away from winning the entire match. After that single “Crawford game,” the cube is available again.