How Backgammon Checkers Move: Complete Movement Rules (2026)

Learn exactly how checkers move in backgammon — direction of movement, using dice, doubles, forced plays, hitting, re-entering from the bar, and bearing off. The complete movement guide.

Understanding exactly how backgammon checkers move is the foundation of the entire game. Once you know the movement rules precisely, the rules of backgammon click into place and strategy becomes accessible. This guide covers everything from basic direction to doubles, forced plays, hitting, and bearing off.

Key Takeaways

  • Each player moves their checkers in one fixed direction around the board toward their home board
  • Each die result is played separately — you can move one checker or two on each turn
  • Doubles are played four times instead of two
  • You must use both dice if legally possible; if only one can be used, you must play the higher value
  • Checkers can only land on open points (empty, or holding only your own checkers)
  • A single opponent checker (blot) can be hit — sent to the bar — when you land on its point
  • A checker on the bar must re-enter before any other checker can be moved

The Direction of Movement

The most fundamental rule: each player moves in a fixed direction, and the two players move in opposite directions.

Conventionally:

  • Player 1 moves their checkers from the opponent’s home board (points 24–19 from their perspective) through the outer boards and into their own home board (points 6–1)
  • Player 2 does the same from the opposite direction

Think of it as a race around the board in opposite directions. Both players converge toward their own home board. The point numbering helps: your highest-numbered points are farthest from home; your lowest-numbered points are in your home board.

You can never voluntarily move a checker backward. All movement is forward, toward lower point numbers (from your perspective).

The Starting Position

Before the first move, each player places their 15 checkers in the standard starting position:

  • 2 checkers on their own 24-point
  • 5 checkers on their own 13-point
  • 3 checkers on their own 8-point
  • 5 checkers on their own 6-point

For a complete diagram and visual walkthrough, see the backgammon board setup guide.

Rolling and Moving

On your turn, you roll two dice and must move checkers a total number of pips equal to each die’s value — one move per die.

Key rules:

  1. Each die is played separately. A roll of 4-2 means one move of 4 pips AND one move of 2 pips. You can move one checker 4 then 2 (total 6), or two different checkers — one 4 pips, one 2 pips.
  2. The moves can be in any order. With a 4-2, you can play the 4 first or the 2 first.
  3. Both dice must be used if legally possible. You cannot ignore a die if a legal move exists for it.
  4. If only one die can be legally played, you must play the higher value. Only if the higher value cannot be played must you play the lower value.
  5. If no die can be played, you forfeit your turn. This is rare but can happen when your checkers are all blocked.

What is an “open” point?

A checker can only land on an open point — a point that is:

  • Empty (no checkers at all), or
  • Occupied only by your own checkers (any number)

A point with two or more opponent checkers is a made point (or closed point). You cannot land on it. This is the foundation of backgammon strategy — making points to block your opponent.

Hitting a Blot

When your opponent has exactly one checker on a point (called a blot), that point is vulnerable. If you land on that point, you hit the blot:

  1. The opponent’s checker is removed from the point and placed on the bar (the central divider on the board)
  2. Your checker occupies the point
  3. The opponent must re-enter their hit checker before moving any other checker on their next turn

Hitting is a powerful tool in backgammon. It sets your opponent back and gives you a point. See backgammon strategy for when hitting is (and isn’t) the right play.

Re-entering from the Bar

When a checker is sent to the bar, the player must re-enter it at the start of their next turn — before moving any other checker.

How to re-enter:

  1. Roll the dice
  2. Place your checker on the point in your opponent’s home board corresponding to one of the dice values
    • Die showing 1 → enter on the opponent’s 1-point (point 24 from your side)
    • Die showing 2 → enter on the opponent’s 2-point (point 23 from your side)
    • And so on up to 6
  3. The entry point must be open (not a made point with 2+ opponent checkers)

What if both entry points are blocked?

If your opponent has made both of the points corresponding to your dice roll, you cannot re-enter and you forfeit your entire turn. If one point is open and the other is blocked, you re-enter on the open point and then use the remaining die to move any other checker.

Having a checker on the bar is a major disadvantage. A fully made prime (six consecutive made points) in your opponent’s home board can keep your checker on the bar for many turns.

Rolling Doubles

When both dice show the same number, you have rolled doubles (or doublets). This grants you four moves of that value instead of two.

Example: Rolling double 3s (3-3) gives you four separate moves of 3 pips each.

You can distribute these four moves freely:

  • Move four different checkers 3 pips each
  • Move one checker three times (3+3+3=9 pips, if legal) and another once
  • Any other legal combination

Doubles are powerful because they double your movement — but you must still use all four if legally possible. Unused portions of a doubles roll are simply lost if no legal move exists for them.

The First Move: Opening Roll

At the start of the game, each player rolls one die. The player who rolls higher goes first, using both dice showing (the initial single dice of both players). If tied, re-roll.

The opening roll sets the tone for the game. See backgammon opening moves for optimal plays for every opening roll.

Moving the Same Checker Twice

You may use both dice on the same checker in sequence, provided both moves are legal individually.

Example: Roll 5-3. Move one checker 5 pips (it must land on an open point after 5 pips), then move that same checker 3 more pips (the landing point must also be open). If the intermediate point (after 5 pips) is a made opponent point, the checker cannot land there even temporarily — and this combined move is illegal even if the final destination (5+3=8 pips away) would be open.

This rule is important for understanding what moves are actually legal. You cannot “jump over” a blocked point by combining dice.

Bearing Off: The Final Phase

Once all 15 of your checkers are in your home board (points 1–6), you may begin bearing off — removing checkers from the board entirely.

How bearing off works:

  • Roll the dice and remove checkers from the corresponding points
  • A roll of 4 removes a checker from your 4-point (if one is there)
  • A roll higher than your highest occupied point allows you to remove a checker from that highest point
  • You cannot bear off if any checker is on the bar or outside your home board

The first player to bear off all 15 checkers wins. See the complete bearing off guide for all the details.

Summary of Movement Rules

SituationRule
Normal moveLand on an empty point, or one with only your own checkers
Opponent has 1 checker (blot)You can hit it — send it to the bar
Opponent has 2+ checkers (made point)You cannot land there
Roll doublesPlay the number shown four times instead of two
Must use both dice?Yes, if legally possible; if only one is playable, use the higher one
Checker on the barMust re-enter before moving any other checker
All checkers homeMay begin bearing off

For the complete set of rules, including gammons, backgammons, and the doubling cube, see official backgammon rules. To start applying these rules strategically, see backgammon strategy and backgammon tips for beginners.