Official Backgammon Rules: The Complete Reference (2026)

Complete official backgammon rules covering board setup, checker movement, hitting, entering, bearing off, the doubling cube, gammons, backgammons, and optional rules. The definitive rules reference.

This is the complete, definitive reference for backgammon rules. Whether you need to settle a dispute, learn the game, or brush up on details, you’ll find everything here.

Equipment

A standard backgammon set includes:

  • A board with 24 triangular points, alternating in two colors
  • 15 checkers per player (two distinct colors)
  • Two pairs of dice (one per player)
  • Two dice cups (optional)
  • One doubling cube (numbered 2, 4, 8, 16, 32, 64)

Board Layout and Terminology

The board is divided into four quadrants of six points each:

Quadrant Points Description
Your Home Board 1–6 Where you bear off checkers
Your Outer Board 7–12 The transition zone
Opponent’s Outer Board 13–18 Your opponent’s transition zone
Opponent’s Home Board 19–24 Where hit checkers re-enter

The bar runs down the center of the board between the home and outer boards.

Points are numbered 1–24 from each player’s perspective. Your 1-point is your opponent’s 24-point.

Starting Position

Each player starts with 15 checkers arranged as follows:

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

Object of the Game

Move all your checkers into your home board (points 1 through 6), then bear them off. First player to bear off all 15 checkers wins.

Direction of Play

Each player moves in opposite directions. You move your checkers from higher-numbered points toward lower-numbered points (toward your home board).

Starting the Game

  1. Each player rolls one die
  2. Higher roll goes first, using both numbers shown
  3. If equal, roll again
  4. After the opening move, players alternate turns

Movement Rules

On each turn, roll two dice. The numbers determine your movement options:

Basic Movement

  • Move checkers forward (toward your home board) by the number shown on each die
  • You may move one checker by both dice, or two checkers by one die each
  • Each die is a separate move — when moving one checker both numbers, it must be able to land on (or pass through) the intermediate point
  • A checker may only move to an open point — one not occupied by two or more opposing checkers

Doubles

When you roll doubles (e.g., 5-5), you play the number shown four times rather than twice. You may distribute these four moves among any combination of checkers.

Obligation to Move

  • You must use both numbers if possible
  • If only one can be played, play that one (if either number could be played alone but not both, you must play the larger)
  • If no legal move exists, your turn is forfeited
  • With doubles, play as many of the four moves as possible

Hitting

A single checker on a point is called a blot. If an opposing checker lands on a blot, the blot is hit and placed on the bar.

A player with one or more checkers on the bar must enter those checkers before making any other move.

Entering from the Bar

To enter a checker from the bar:

  • Move the checker to an open point in the opponent’s home board corresponding to a die roll
  • Example: die shows 4 → enter on opponent’s 4-point (your 21-point)
  • If both corresponding points are blocked, your entire turn is lost
  • If you can enter some checkers but not others, enter as many as possible
  • After entering all bar checkers, use remaining dice to move normally

Bearing Off

Once all 15 of your checkers are in your home board, you may begin bearing off:

  1. Roll the dice
  2. Remove a checker from the point corresponding to each die
  3. If no checker sits on that point, you must move a checker from a higher point
  4. If no checkers exist on higher points, you may bear off from the highest occupied point
  5. You are not required to bear off if you can make a legal move within the home board instead

Important: If a checker is hit during bearing off, it must re-enter the board and travel all the way back to your home board before bearing off can resume.

The Doubling Cube

Initial State

The doubling cube starts in the center with no owner, showing 64 (meaning the stakes are at 1).

Proposing a Double

At the start of your turn (before rolling), you may propose to double the stakes. Your opponent may:

  • Accept (Take): The game continues at double the current stake. The accepting player takes possession of the cube.
  • Decline (Drop): The game ends immediately. The declining player loses the game at the current stake value.

Ownership

Only the player who owns the cube (last accepted a double) may propose the next double. When the cube is in the center, either player may double.

Redoubles

There is no limit to redoubles. The cube can go 2 → 4 → 8 → 16 → 32 → 64.

Scoring

Single Game

The loser has borne off at least one checker. Value: 1 × doubling cube value.

Gammon

The loser has not borne off any checkers. Value: 2 × doubling cube value.

Backgammon

The loser has not borne off any checkers and still has a checker on the bar or in the winner’s home board. Value: 3 × doubling cube value.

Match Play

Competitive backgammon is typically played as a match to a set number of points (e.g., 7, 11, or 13 points):

  • Each game’s value counts toward the match score
  • The first player to reach or exceed the target wins the match
  • The Crawford Rule (standard in tournament play): when one player is one point away from winning the match, the doubling cube cannot be used for the next game

Optional Rules

These rules are commonly used in casual play:

Automatic Doubles

If both players roll the same number on the opening roll, the stakes are automatically doubled. The cube stays in the center.

Beavers

When doubled, a player may immediately redouble (“beaver”) while retaining ownership of the cube.

Jacoby Rule

Gammons and backgammons only count as a single game unless the doubling cube has been used. This speeds up play by encouraging cube usage.

The Holland Rule

In a match, the trailing player cannot double in the first two rolls of a game. This prevents immediate doubling in end-of-match situations.

Irregularities

  • Cocked dice: If a die lands on a checker, tilted against the board edge, or not flat, both dice must be re-rolled
  • Wrong player: If a player rolls out of turn and both players agree, the roll stands
  • Premature roll: If a player rolls before completing their move, the opponent may insist the move stand or be changed
  • Dice must be rolled together and land flat on the right-hand section of the board

Frequently Asked Questions

Can I move backward in backgammon? No. Checkers always move in one direction — toward your home board.

What happens if I can’t use both dice? If only one die can be used, play it. If either die could be used but not both, you must play the larger number.

Can I bear off with an exact roll only? No. You can bear off from lower points if no checkers remain on higher points.

Is the doubling cube required? Not in casual play, but it is standard in competitive/tournament backgammon.