Backgammon rules
The complete rules of international backgammon, from the setup to the doubling cube. New to the game? Start with how to play.
Setup
Each player has 15 checkers: 2 on their 24-point, 5 on their 13-point, 3 on their 8-point and 5 on their 6-point. Players move in opposite directions, from point 24 toward point 1.
The opening roll
Each player rolls one die, and the higher number moves first, playing those two dice. Ties are rolled again.
Moving checkers
- Each die is a separate move. One checker can use both dice only if the point it lands on in between is open.
- A checker can't land on a point held by two or more opposing checkers.
- Doubles are played four times.
Moves you are forced to make
- You must use as many of your dice as you legally can.
- If you can play either die but not both, you must play the larger one.
- If you have no legal move, your turn passes.
Hitting and the bar
Landing on a single opposing checker sends it to the bar. A player with a checker on the bar must enter it on the opponent's home board, on the point matching a die, before making any other move. If only some of their checkers can enter, the rest of the turn is lost.
Bearing off
You can bear off only when all 15 of your checkers are in your home board.
- A die removes a checker from the matching point.
- If that point is empty, you must make a legal move with a checker on a higher point.
- If there is no checker on a higher point, you remove one from your highest occupied point.
- If you are hit, that checker must re-enter and travel home before you can bear off again.
Scoring
| Result | Points | When |
|---|---|---|
| Single game | 1 | The loser has borne off at least one checker. |
| Gammon | 2 | The loser has borne off no checkers. |
| Backgammon | 3 | The loser has borne off no checkers and still has one on the bar or in the winner's home board. |
These points are multiplied by the value of the doubling cube.
The doubling cube
The cube raises the stakes during a game. It starts at 1 in the middle, available to both players.
- You can offer a double only at the start of your own turn, before rolling, and only if the cube is in the middle or you own it.
- Your opponent can take: the game continues at twice the value, and they now own the cube.
- Or they can drop: they give up the game and lose its current value.
Match play and the Crawford rule
A match is played to a set number of points. Gammons and backgammons count in full, but you only need enough points to reach the target.
The Crawford rule applies the first time a player gets within one point of winning the match: no one can double in that next game. Normal doubling returns in the games after it.
Single games and the Jacoby rule
When playing single games for points rather than a match, players often use the Jacoby rule: a gammon or backgammon counts only as a single game unless the cube has been turned.
See the rules in action
Backgammon Cat only offers you legal moves and applies all of these rules for you, so you can learn them as you play.