Skip to main content

How to Play Backgammon

Step-by-Step Tutorial

Step 1 of 14

The Board

The backgammon board has 24 narrow triangles called points, numbered 1 to 24. The points are grouped into four quadrants of six points each.

Each player starts with 15 checkers arranged in a fixed pattern. White (Player 1) moves checkers from high-numbered points toward point 1. Black (Player 2) moves in the opposite direction, from low-numbered points toward point 24.

The goal is simple: move all your checkers into your home board (the last six points in your direction) and then bear them off the board. The first player to bear off all 15 checkers wins.

Step 2 of 14

Rolling Dice & Moving

Players alternate turns. On your turn you roll two dice, then move your checkers according to the numbers shown.

Each die is a separate move. For example, if you roll a 5 and a 3, you may move one checker 5 points and another checker 3 points -- or move a single checker 5 points and then 3 more points (or 3 then 5).

You can only land on a point that is open -- either empty, occupied by your own checkers, or occupied by exactly one opponent checker (a blot).

A point with two or more opponent checkers is blocked -- you cannot land there.

Step 3 of 14

Using Both Dice

You must use both dice values if it is legally possible. If only one die can be played, you must use the larger value.

If no legal move exists at all, your turn is forfeit and play passes to your opponent.

In the position shown, White has rolled 6 and 1. White must find a way to use both numbers -- perhaps moving one checker 6 points and another 1 point, or a single checker 6 then 1 (total 7 points).

Step 4 of 14

Hitting Blots

A single checker sitting alone on a point is called a blot. If your opponent lands on your blot, your checker is hit and placed on the bar (the center divider of the board).

In this example, White has a lone checker on point 13. Black can hit it by landing on that point. The White checker goes to the bar.

Being hit is a setback: you must re-enter that checker from your opponent's home board before making any other moves.

Step 5 of 14

Re-entering from the Bar

When you have checkers on the bar, you must re-enter them before making any other moves.

To re-enter, you roll the dice and place your checker on the corresponding point in your opponent's home board:

- White re-enters on points 24-19 (indices 23-18). A roll of 3 enters on point 22 (index 21).

- Black re-enters on points 1-6 (indices 0-5). A roll of 3 enters on point 3 (index 2).

If the target point is blocked (2+ opponent checkers), you cannot re-enter with that die. If both points are blocked, you lose your turn entirely.

In this position, White has one checker on the bar and rolled a 4 and a 2.

Step 6 of 14

Bearing Off

Once all 15 of your checkers are in your home board, you can begin bearing off -- removing checkers from the board entirely.

To bear off, you roll the dice and remove a checker from the point that matches each die value:

- White's home board is points 1-6 (indices 0-5). A roll of 4 bears off from point 4 (index 3).

- Black's home board is points 19-24 (indices 18-23). A roll of 4 bears off from point 21 (index 20).

If no checker sits on the exact point, you must move a checker from a higher point. If there are no checkers on higher points, you may bear off from the farthest occupied point.

In this position, White has all checkers in the home board and has rolled 5 and 3.

Step 7 of 14

Doubles

When you roll doubles (both dice show the same number), you get four moves of that value instead of two.

For example, rolling double 6s means you can make four separate moves of 6 points each. You can distribute these among one, two, three, or four different checkers.

Doubles can be very powerful -- a double-6 lets you advance a total of 24 points! However, you must still obey all normal movement rules: you cannot land on blocked points.

In this position, White has rolled double 3s and has four moves of 3 available.

Step 8 of 14

Gammon & Backgammon

Backgammon has three levels of victory that affect scoring:

Single game -- You bear off all your checkers while your opponent has borne off at least one. Worth 1 point.

Gammon -- You bear off all your checkers while your opponent has borne off none. Worth 2 points.

Backgammon -- You bear off all your checkers while your opponent has borne off none and still has a checker on the bar or in your home board. Worth 3 points.

In the position shown, White is about to bear off the last checker. Black has not borne off any, so this will be a gammon -- a double-value win for White.

Step 9 of 14

Game Over

The game ends when one player bears off all 15 checkers. That player wins!

Key strategies to keep in mind:

- Build points -- two or more checkers on a point form a safe "made point" that blocks your opponent.

- Avoid blots -- lone checkers can be hit and sent to the bar, costing you tempo.

- Control the bar point and key points -- the 5-point, 4-point, and bar point (7-point) are especially valuable.

- Race vs. attack -- sometimes it is best to race your checkers home; other times you should hit and block your opponent.

In the final position shown, White has borne off all 15 checkers and wins the game. Good luck at the board!

Step 10 of 14

The Doubling Cube

Before rolling, you can offer to double the stakes. Your opponent must accept (doubling the cube value) or drop (forfeiting the game at the current stake).

The doubling cube starts at 1 in the center of the board, meaning either player can offer the first double. This adds a strategic layer of bluffing and risk management to every game.

Step 11 of 14

Using the Doubling Cube

After accepting a double, the cube shows the new value and moves to the accepting player's side. Only the cube owner can offer the next double.

In this position, the cube has been doubled twice and now shows 4. White (Player 1) owns the cube, meaning only White can propose the next double to 8.

Knowing when to double -- and when to accept or drop -- is one of the deepest skills in backgammon.

Step 12 of 14

Nackgammon

Nackgammon is a popular variant with a different starting position that creates longer, more complex games.

Instead of the standard 2 checkers on the 24-point, you start with 4 on the 24-point and 1 on the 23-point. This means more "back checkers" deep in enemy territory, making escapes harder and contact fights more frequent.

The full Nackgammon starting layout per player:

- 4 checkers on the 24-point

- 1 checker on the 23-point

- 2 checkers on the 13-point

- 3 checkers on the 8-point

- 5 checkers on the 6-point

Step 13 of 14

Acey-Deucey

Acey-Deucey is a fast-paced variant where all 15 checkers start off the board (on the bar). You must enter them into your opponent's home board before moving them around.

This creates a completely different opening game -- instead of maneuvering an existing position, you are racing to establish a foothold in enemy territory.

Special rule: rolling a 1-2 (Acey-Deucey) is the best roll in the game! You play the 1 and 2, then choose any doubles you like and play those four moves, then roll again.

Step 14 of 14

Acey-Deucey Strategy

With all pieces needing to enter, controlling key points in the opponent's home board is crucial. Block their entry while establishing your own.

In this mid-game position, both players have entered some checkers but still have pieces on the bar. Notice how made points in the home board create a blockade that makes re-entry difficult.

The key strategic ideas in Acey-Deucey:

- Enter quickly -- get your checkers off the bar as fast as possible.

- Make points in opponent's home board -- block their entry.

- Hope for Acey-Deucey rolls -- the 1-2 bonus can swing the game.