Backgammon has been played for thousands of years, and its basic idea is simple: race all fifteen of your checkers around the board and off it before your opponent does. What makes it a master game is the strategy - when to hit, when to build a blockade and when to risk it all with the doubling cube.
What you need
- A backgammon board with 24 narrow triangles called points
- 15 checkers per player in two colours
- Two pairs of dice and a dice cup for each player
- A doubling cube marked 2, 4, 8, 16, 32 and 64
Board setup
Points are numbered 1 to 24 from each player's point of view, starting in their own home board. Each player sets up their checkers like this:
| Point | Checkers | Name |
|---|---|---|
| 24-point | 2 | Back checkers (in the opponent's home board) |
| 13-point | 5 | The midpoint |
| 8-point | 3 | In your outer board |
| 6-point | 5 | In your home board |
You move your checkers from the 24-point toward the 1-point; your opponent moves in the opposite direction.
Starting the game
Each player rolls one die. The higher number goes first and uses both dice from this roll as their opening move. If the dice tie, roll again. After that, players alternate rolling both dice.
Moving your checkers
- Each die is a separate move: a roll of 5-3 means one checker moves 5 and one moves 3, or one checker moves 5 then 3.
- A checker may land on any point that is empty, holds your own checkers, or holds one opposing checker.
- A point with two or more opposing checkers is blocked.
- Doubles are played four times.
- You must use both dice if you legally can. If only one can be played, you must play the larger if possible.
Hitting and entering from the bar
A lone checker on a point is a blot. If your opponent lands on it, your checker is hit and placed on the bar in the middle of the board. You must re-enter it into your opponent's home board before moving any other checker. If the entry points shown on your dice are blocked, you lose your turn.
Bearing off
Once all fifteen of your checkers are in your home board (points 1-6), you can begin bearing off. A roll of 4 removes a checker from the 4-point. If no checker is on the rolled point, you must move a checker from a higher point; if none is higher, you may bear off from the highest occupied point. If a checker is hit during bear-off, it must come all the way back home before you continue.
Winning, gammons and the doubling cube
The first player to bear off all fifteen checkers wins:
- Single game - the loser has borne off at least one checker: 1 point.
- Gammon - the loser has borne off none: 2 points.
- Backgammon - the loser has borne off none and still has a checker on the bar or in the winner's home board: 3 points.
The doubling cube raises the stakes. Before rolling, a player may offer to double. The opponent either accepts (and now owns the cube, with the right to redouble later) or declines and loses the current stake.
Beginner backgammon strategy
- Make points, not blots. Two checkers together are safe; one alone is a target.
- Build a prime. Six blocked points in a row trap the checkers behind them.
- Know the opening rolls. 3-1 makes your 5-point, 6-1 makes your 7-point (bar point) - two of the best openings.
- Count the race. Add up the pips each side needs. If you are well ahead, avoid contact and run home.
- Escape your back checkers early before your opponent builds a blockade.
Ready for more? Backgammon is one of our top picks on the master games list because skill wins out over hundreds of games.



