Backgammon
Backgammon is a race: fifteen checkers each, moved by the roll of two dice, and the first player to bear all fifteen off wins. Landing on a lone enemy checker sends it to the bar, and it must re-enter before anything else moves. This board plays the full game — doubling cube, gammons and backgammons — against a computer opponent.
Roll, then tap one of your checkers and a highlighted point — one die at a time, so a 5 and a 3 are two taps. A checker on the bar is selected for you and must come in first. Double is only offered before you roll, and End turn appears once the roll is used up or cannot be played at all. The point numbers on this board are yours; Black’s moves are written in Black’s own numbering, counted from the opposite corner, the way backgammon notation always is.
Your statistics
- Played
- 0
- Won
- 0
- Win rate
- 0%
- Streak
- 0
- Best streak
- 0
- Best time
- —
- Biggest win
- —
Keyboard
- Arrows
- Move the cursor across the points
- Enter / Space
- Select a checker, or play the highlighted move
- R
- Roll, or end the turn
- U
- Undo the last move of this turn
- H
- Hint
- D
- Offer a double
- Escape
- Deselect
- N
- New game
- F
- Full screen
- Checkers
- 15 a side, 24 points
- Opening pips
- 167 each
- Cube
- Offer, take or drop
- Stakes
- ×2 gammon, ×3 backgammon
How do you play backgammon?
You move your fifteen checkers around the twenty-four points towards your own home board, and off the far edge. Throw two dice: the two numbers are two separate moves, and a double gives you four moves of that number. A checker may land on an empty point, on one of your own, or on a point holding exactly one enemy checker — which knocks that checker onto the bar. Once every one of your checkers is home you start bearing them off, and the first player to remove all fifteen wins the game.
Both sides begin on 167 pips — the total distance every checker still has to travel. Watching that number, rather than the checkers, is how experienced players know whether they are racing or fighting.
What is the doubling cube actually for?
The cube is what turns backgammon from a dice game into a gambling-theory problem, and it is the part almost every free implementation leaves out. Before you roll, if the cube is in the middle or on your side, you may offer to double the stakes. Your opponent then either drops — conceding immediately for the stakes as they stood before the double — or takes, doubling the value of the game and taking the cube, after which only they may double next.
That last clause is the whole game. Handing the cube over gives your opponent a weapon, so a double is never free. In a money game the break-even point for taking is a 25% chance of winning; owning the cube afterwards is worth a few points of that, which is why strong players take a little below 25% and why the computer here takes down to 22%. It offers the cube when it makes itself between 68% and 88% to win — below that a double is premature, and above it the game is worth more played on for a gammon than cashed in.
| Result | Multiplier | When |
|---|---|---|
| Dropped double | cube value | Opponent declines the double |
| Single game | ×1 | Loser has borne off at least one checker |
| Gammon | ×2 | Loser has borne off nothing |
| Backgammon | ×3 | Gammon, and a loser's checker is still on the bar or in your home board |
When can you bear off with a bigger number?
This is the rule clones get wrong, and it costs games. Once all fifteen checkers are in your home board, a number takes a checker off the point it matches: a 4 removes a checker from the 4-point. A number larger than the point it is played from only bears a checker off when there is no checker left on any higher point. If you throw a 5 with checkers on the 6-point and the 2-point, the 5 must be played inside the home board as 6/1 — it cannot lift the checker from the 2-point, because the 6-point is higher.
The consequence is practical: leaving a straggler on your 6-point while the rest of your checkers crowd the 1-point and 2-point wastes huge numbers of pips. Spread the checkers evenly across the six points as you bring them home and every number you throw does useful work.
How dangerous is it to leave a blot?
A lone checker on a point is a blot, and how exposed it is depends almost entirely on the distance to the nearest enemy checker. Anything within six pips can be hit by a single number, and each number appears in 11 of the 36 possible throws. Combinations fill in the rest. The board below is the count this engine computes, and it is the same table every backgammon book prints.
| Pips away | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Shots | 11 | 12 | 14 | 15 | 15 | 17 | 6 | 6 | 5 | 3 | 2 | 3 |
Six pips away is the worst place to stand: 17 of the 36 rolls hit it, because a direct 6 is joined by 5-1, 1-5, 4-2, 2-4, 3-3 and 2-2. Move one pip further and the danger collapses — at seven pips away there is no direct shot at all and the count drops to 6 of 36. Every point you own in between kills the combination shots that pass through it, which is why a blot behind a wall of your own points is much safer than the raw distance suggests.
What happens when you are stuck on the bar?
A checker on the bar must re-enter in your opponent's home board before you may move anything else, and it enters on the point matching the number thrown: a 3 enters on their 3-point. If that point holds two or more enemy checkers, the number is dead. With five of their six home points made and one open, only 11 of the 36 rolls get you in; with all six made you cannot enter at all and the entire roll is forfeited, turn after turn, while your opponent plays on unopposed.
| Open points in their home board | 6 | 5 | 4 | 3 | 2 | 1 | 0 |
|---|---|---|---|---|---|---|---|
| Rolls that enter | 36 | 35 | 32 | 27 | 20 | 11 | 0 |
The arithmetic is 36 minus the square of the number of shut points, which is why the fifth point made is so much more valuable than the second. Closing your home board while an enemy checker sits on the bar is the most crushing position in the game, and it is worth going a long way out of your way to reach.
How do you get better at backgammon?
- Count pips before you decide anythingBoth sides start on 167. If you are ahead by more than a few pips you are in a race and should avoid contact entirely; if you are behind, contact is your only chance, so keep an anchor and wait for a shot rather than running.
- Make points, do not stack themA fourth checker on a point does nothing a checker elsewhere could not do better. Two checkers on two points block twice as much as four on one, and the 5-point and bar point are the two most valuable squares on the board.
- Keep your blots seven or more pips awayInside six pips a single number hits you, and 11 of the 36 rolls contain any given number. At seven pips only combinations reach and the count falls from 17 to 6, so one extra pip is often worth more than one extra point of progress.
- Hold an anchor while you are behindTwo checkers on a point in your opponent's home board can never be hit and can never be shut out, so they keep your game alive until a shot appears. Breaking the anchor to run with one checker is how behind turns into hopeless.
- Spread evenly before you bear offCheckers piled on the 1-point and 2-point waste the big numbers, and a straggler on the 6-point stops every big number from taking a checker off elsewhere. An even spread across all six points turns every throw into progress.
- Double when your opponent can still takeA double is only worth making while it might be accepted — a drop wins you the cube value and nothing more. The window is roughly 68% to 88%; above that you are throwing away the gammon you were on the way to winning.
Backgammon questions people ask
- Does this backgammon have a real doubling cube?
- Yes. Either side may offer a double before rolling, the other side takes or drops, and taking moves the cube to the taker so only they can double next. Dropping ends the game for the stakes as they stood before the double.
- Can you bear off with a higher number in backgammon?
- Only when no checker sits on a higher point. With checkers on the 6-point and the 2-point, a 5 cannot take the 2-point checker off — it has to be played as a move inside the home board instead.
- What happens if you cannot move in backgammon?
- Nothing. The turn is forfeited and play passes to the other side. You do not re-roll, and you do not skip forwards; a blocked roll is simply lost, which is why closing points in front of an opponent is so strong.
- What is the difference between a gammon and a backgammon?
- A gammon is winning while the loser has borne off no checkers at all, and it doubles the stakes. A backgammon is a gammon where the loser still has a checker on the bar or in the winner's home board, and it triples them.
- Is the opening roll ever a double in backgammon?
- No. Each player throws one die and the higher number moves first using both, so a tie is thrown again. That leaves 15 different opening rolls, and no opening play is ever a four-move double.
- Is this backgammon match play or a money game?
- Each game is scored on its own, money-game style. The cube runs from offer to take inside a game, but there is no match to a target score, so there is no Crawford rule and no free drop. A win is worth the cube, doubled for a gammon and tripled for a backgammon.
- How do you move a checker on this board?
- Tap one of your checkers, then tap a highlighted point — one die at a time, so a 5 and a 3 are two taps rather than one eight-pip move. A checker on the bar is selected for you. Undo takes back any move until you end the turn yourself.
- How strong is the computer opponent?
- It scores every position the roll can reach using pip count, blot exposure counted over all 36 throws, points made, anchors and primes. Against a bot that always runs its furthest checker it wins 115 of 120 fixed test games.
The rules in six lines
- 1Throw for the openingEach side throws one die; the higher number moves first and plays both numbers. A tie is thrown again, so the opening is never a double.
- 2Move two numbers, or four on a doubleEach die is a separate move of one checker. A double is played as four moves of that number. You must use as much of the roll as the position legally allows.
- 3Land only where you are allowedA checker may land on an empty point, on a point of your own, or on a point holding exactly one enemy checker. Two or more enemy checkers close the point completely.
- 4Hit a lone checker onto the barLanding on a single enemy checker sends it to the bar. It must re-enter in your home board before its owner may move anything else at all.
- 5Bring all fifteen home, then bear offOnce every checker is in your home board you may start removing them. A number takes a checker off the point it matches, or moves a checker inside the board.
- 6Only use a bigger number when nothing is higherA number larger than the point it is played from bears a checker off only when no checker remains on any higher point. Otherwise it must be played as a move.
- 7Offer the cube before you rollIf the cube is centred or yours, you may double the stakes before throwing. Your opponent drops and concedes, or takes the cube and doubles the value of the game.
The long version, with worked examples and the questions beginners actually ask, is on how to play backgammon.
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