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Backgammon

The dice decide your moves. Bring fifteen checkers home and bear them off first.

Game instructions

How to play

  • 2 players
  • ranked

Goal and direction

Two players have 15 checkers each on 24 triangular points. They move in opposite directions towards their own home board, the last six points, then bear checkers off. Win by bearing off all your checkers first.

Goal and direction

Rolling and moving

Press Roll dice, select a checker and choose its destination. Each die is a separate move: 3 and 5 can move two checkers, or one checker first 3 and then 5 if both stages are legal. Doubles give four moves of that size. You must use the greatest possible number of moves. If only one of two different dice can be used, but either is individually playable, use the higher die.

Rolling and moving

Hitting and the bar

You cannot land on a point occupied by at least two opposing checkers. One opposing checker is hit and placed on the central bar. With checkers on the bar, you must first re-enter them into your opponent's home board using the dice. Blocked entries may prevent moves.

Hitting and the bar

Bearing off

You may bear off only when all your remaining checkers are in your home board. Use an exact die. An oversized die may remove the checker farthest from the exit only if none of your checkers is farther away. Being hit prevents further bearing off until that checker returns home.

Bearing off

Points and doubling

A normal win scores 1. If the loser has borne off nothing, it scores 2; if they also have a checker on the bar or in the winner's home board, it scores 3. Multiply this by the doubling cube. Offer a double before rolling. Acceptance doubles the stake and gives the receiver the right to redouble. Refusal concedes the game at the previous stake. Resignation offers of 1, 2 or 3 propose that loss multiplied by the current stake, subject to the opponent's acceptance.

Points and doubling

Match and clock

The first player reaching the selected match target wins. A 1/12 clock means one minute of main time and a 12-second delay each turn before main time decreases. A 1×/12 clock gives one minute multiplied by the match target. Unused delay seconds are not added to the clock.

Match and clock

You know the rules — time for a game.

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