Backgammon is one of the oldest board games in human history, dating back over 5,000 years. Despite its long heritage, it remains one of the most engaging and strategically rich games you can play today. This complete guide will teach you everything you need to know to start playing.
What You Need
To play backgammon, you need:
- A backgammon board — 24 narrow triangles (called “points”) arranged in four quadrants of six, alternating in two colors
- 30 checkers — 15 per player, in two contrasting colors (commonly white and brown, or red and white)
- Two pairs of dice — One pair for each player
- A doubling cube — A special die showing powers of 2 (2, 4, 8, 16, 32, 64) used to track stakes
- Two dice cups — Optional but traditional, used for shaking dice
The Board Layout
The backgammon board consists of four quadrants:
- Your Home Board — Points 1 through 6 on your side
- Your Outer Board — Points 7 through 12 on your side
- Opponent’s Outer Board — Points 13 through 18
- Opponent’s Home Board — Points 19 through 24
These quadrants are separated by a central ridge called the bar. The bar is where “hit” checkers are placed.
Initial Setup
Each player arranges their 15 checkers in the following starting position:
| Location | Number of Checkers |
|---|---|
| 24-point | 2 checkers |
| 13-point | 5 checkers |
| 8-point | 3 checkers |
| 6-point | 5 checkers |
Both players mirror this setup. Your 24-point is your opponent’s 1-point, and vice versa.
Objective
Your goal is simple: move all 15 of your checkers into your home board (points 1–6), then bear them off the board. The first player to remove all their checkers wins the game.
Checkers always move in one direction — from higher-numbered points toward lower-numbered points (toward your home board).
Starting the Game
- Each player rolls one die
- The player with the higher number goes first, using both dice for their opening move
- If both players roll the same number, both roll again until the numbers differ
- After the first move, players alternate turns, rolling two dice at the start of each turn
How to Move Checkers
When you roll the dice, you get two numbers. Here’s how to use them:
- You may move one checker by the sum of both dice, or two different checkers by one die each
- Each die represents a separate move — so if you roll 3 and 5, you can move one checker 3 spaces and another 5 spaces, or one checker 3+5=8 spaces
- When moving one checker the combined total, the intermediate point must also be open (not blocked)
- Doubles are special: if you roll double 4s, you get four moves of 4 (instead of two moves)
What’s an Open Point?
You can only move to a point that is:
- Empty (no checkers)
- Occupied by your own checkers (any number)
- Occupied by exactly one opponent checker (a “blot” — which you can hit)
You cannot land on a point with 2 or more opponent checkers. That point is “blocked.”
Mandatory Moves
- You must use both dice if legally possible
- If only one die can be played, you must play it (and play the larger number if either could be used alone)
- If neither die can be played, you lose your turn
- With doubles, play as many of the four moves as you can
Hitting and Entering
Hitting a Blot
If you land on a point occupied by a single opposing checker (a blot), you hit it. The hit checker is placed on the bar in the center of the board.
Entering from the Bar
If you have any checkers on the bar, you must bring them back into play before making any other moves:
- You enter by moving a checker from the bar to a corresponding open point in your opponent’s home board (points 19–24 from your perspective)
- If you roll a 3, you can enter on the opponent’s 3-point (point 22 from your perspective)
- If all possible entry points are blocked by 2+ opponent checkers, you lose your turn
After all your bar checkers have entered, you can use any remaining dice to move normally.
Bearing Off
Once all 15 of your checkers are in your home board (points 1–6), you can begin bearing off:
- Roll the dice and remove checkers from the corresponding points
- If you roll a 5, you can bear off a checker from the 5-point
- If no checker sits on the rolled point, you must make a legal move from a higher point
- If no checkers are on higher points, you can bear off from the highest occupied point
- If a checker is hit during bearing off, it must re-enter and travel back to your home board before you can continue bearing off
The Doubling Cube
The doubling cube adds a strategic layer to backgammon:
- The game starts at a stake of 1 point
- Before their roll, a player can propose to double the stakes (moving the cube to 2)
- The opponent can accept (play continues at double stakes) or decline (forfeit the game at the current stake)
- The player who accepts becomes the owner of the cube and is the only one who can propose the next double
- There’s no limit on redoubles (2 → 4 → 8 → 16 → 32 → 64)
Winning
The game ends when one player bears off all 15 checkers. There are three types of victories:
| Victory Type | Condition | Points |
|---|---|---|
| Single game | Opponent has borne off at least 1 checker | 1× cube value |
| Gammon | Opponent hasn’t borne off any checkers | 2× cube value |
| Backgammon | Opponent hasn’t borne off any checkers AND has checkers on the bar or in your home board | 3× cube value |
Quick Tips for Beginners
- Make points early — Try to occupy consecutive points to create a “prime” that blocks your opponent
- Don’t leave blots in dangerous positions — Especially in your opponent’s home board
- Hit when it’s safe — Sending opponents to the bar gives you a significant advantage
- Race when ahead — If your pip count is lower, focus on getting home fast
- Anchor in your opponent’s board — Having a point in their home board gives you insurance
- Learn the opening moves — Check our opening moves guide for optimal play on every first roll
Next Steps
Now that you know the basics, explore these guides to improve:
- Official Backgammon Rules — Detailed rules reference
- Board Setup Guide — Visual setup instructions
- Strategy Guide — Take your game to the next level
- Play vs Computer — Practice what you’ve learned!