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

Moves you are forced to make

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.

Scoring

ResultPointsWhen
Single game1The loser has borne off at least one checker.
Gammon2The loser has borne off no checkers.
Backgammon3The 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.

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.

Play backgammon free