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How to Play Backgammon

The complete guide to setup, the doubling cube, match scoring, and strategy — from your first roll to your first double.

Backgammon is one of the oldest games still widely played today — a race combined with contact, blocking, and a betting mechanism that turns every roll into a decision. This guide covers the full rule set, explains the doubling cube in plain language, and walks through the strategic ideas that separate a beginner from a player who wins matches, not just games.

What Is Backgammon?

Backgammon is a two-player game played on a board of 24 triangular points, grouped into four quadrants of six. Each player has 15 checkers that they race around the board and off the far end, while trying to land on and send back any of the opponent's exposed checkers along the way. The first player to bear off all 15 checkers wins the game — and depending on the doubling cube, that win can be worth one, two, three, or many more points.

What makes backgammon more than a pure race is contact: your checkers and your opponent's cross paths, and a checker sitting alone on a point (a blot) can be hit and sent to the bar, costing real time. Balancing racing speed against safety is the core tension of every game.

Setting Up the Board

The 24 points are numbered from each player's own perspective — your 24-point is your opponent's 1-point. The standard starting position, identical for both sides, is:

PointCheckers
24-point2 checkers
13-point5 checkers
8-point3 checkers
6-point5 checkers

Each player moves their checkers in opposite directions around the board — toward their own home board (points 1–6), then off. Your home board is where you'll eventually bear off every checker; your opponent's home board is the quadrant you enter through first.

How a Turn Works

Both players roll one die to see who goes first; that player plays the two numbers already showing. From then on, each turn follows the same pattern:

  1. Roll two dice. You get two numbers to play as separate checker moves — for example, a roll of 5-2 lets you move one checker 5 points and another (or the same one, in two steps) 2 points.
  2. Doubles play four times. Rolling doubles (like 4-4) gives you four moves of that number instead of two.
  3. Move checkers in your direction only. A checker can land on an open point, a point occupied by your own checkers, or a point held by exactly one opposing checker (a hit). It cannot land on a point held by two or more opposing checkers.
  4. Play both numbers if possible. If only one of the two numbers can legally be played, you must play it. If neither can be played, your turn passes with no move.
Beginner note: You are not required to move — but you are required to use as much of your roll as the position legally allows. You can't choose to "pass" a legal move to avoid a risk.

Hitting & the Bar

If you land a checker on a point occupied by exactly one of your opponent's checkers, that checker is hit — it's picked up and placed on the bar, the divider in the middle of the board. A checker on the bar must re-enter the game through the opponent's home board before that player can move any other checker.

To re-enter, you roll and enter on the point matching your number (counting from your opponent's edge). If every entry point is blocked by two or more opposing checkers, you dance — you can't enter, and your entire turn is skipped, even if your other checkers had legal moves.

Bearing Off

Once all 15 of your checkers are in your home board, you can start bearing off — removing them from the board. On each roll, you remove a checker from the point matching the number rolled. If no checker sits on that exact point, you may move a checker from a higher point down, or bear off a checker from a lower point if there's nothing higher left.

Watch for the exception: if you still have a checker outside your home board — even one — you cannot bear off any checkers until you've brought it home. And if you're hit while bearing off, that checker has to make the full trip back around the board.

The Doubling Cube

The doubling cube is what turns backgammon from a simple race into a game of real decision-making at every roll. It's a large die marked 2, 4, 8, 16, 32, and 64, and it tracks the current value of the game.

At the start of a game the cube sits in the middle, at a value of "1" (not yet doubled), and either player may double before rolling their dice. The opponent has exactly two choices:

When should you double?

The simplest useful rule of thumb: you need roughly a 25% chance of winning — about one game in four — to justify taking a cube. Below that, dropping loses less on average than playing on. This is a simplification (gammons, backgammons, and match score all shift the real number), but it's a solid starting point for newer players.

Knowing your win percentage isn't enough on its own, though — timing matters just as much. The key concept experienced players use is volatility: how much the next roll or two could swing the game's outcome. A position with high volatility, where the next sequence of rolls could decide everything, is exactly when you want to double — ideally just before your opponent would no longer be able to take. Wait too long past that point and you've "lost your market": your position got so strong that a rational opponent simply passes, and you only win the smaller, undoubled game.

A habit worth building: treat every roll as a doubling decision, not just the obviously strong positions. Players who only think about the cube when a big swing already happened tend to double too late — right after the ideal moment has already passed.

When you're the one deciding whether to take a double, weigh more than just your raw winning chances: think through how you're doing in each type of position that might develop — the race, a blocking (priming) battle, an attacking (blitz) sequence, and your chances of a late hit turning the game around. Owning the cube afterward also has value of its own, since you keep the option to redouble later — which is exactly why doubling the very first roll just because you got a good start is usually a mistake.

Match Play vs. Money Play

Backgammon is played two ways: money play, where each game is settled and paid for on its own, and match play, where players race to a target number of points across several games (for example, a 7-point match).

Match play changes how the cube should be used, because the score matters as much as the position. A double that would be automatic in money play might be wrong at certain match scores, and vice versa — trailing badly late in a match can make an otherwise "too early" double correct, because a gammon win is worth disproportionately more when you need the points.

The Crawford Rule

To keep close matches fair, official match play uses the Crawford rule: the moment either player reaches one point away from winning the match, the doubling cube is switched off for exactly one game — the "Crawford game." This stops the leader from immediately doubling to end the match on a single lucky roll. After that one game, the cube returns to normal for the rest of the match.

Pip Counting

Your pip count is the total distance every one of your checkers still needs to travel to bear off — add up each checker's distance to "point zero." Comparing your pip count to your opponent's tells you who's ahead in a pure race, which is one of the most important inputs into any doubling decision, especially once contact between the checkers has mostly ended.

As a rough guide, being ahead by about 8–10% of the total pip count in a pure race (no more meaningful contact) is often enough to consider a double, though the exact number shifts with the specific position and match score.

Winning Strategy

Backgammon strategy comes down to balancing four competing plans, and recognizing which one your position favors.

1. The race

When there's little or no contact left, the game is decided by pip count alone. Play safe, efficient moves and avoid leaving blots that could get hit and cost you the lead.

2. The priming game

A prime is a wall of consecutive points you control — a full 6-point prime is impossible for an opposing checker to jump over at all. Building a prime in front of an opponent's checker (especially one stuck on the bar or deep in your home board) can trap it for many rolls, buying time to build a winning position elsewhere.

3. The blitz

An aggressive early attack aimed at hitting the opponent repeatedly and keeping them on the bar or scrambling to re-enter, while you build home-board points that make re-entry harder. High risk, high reward — and a big reason to watch the doubling cube closely, since a successful blitz swings the game fast.

4. Playing for a shot

When you're behind in the race, sometimes your best chance is structuring the position so you'll get a chance to hit a blot later — even if that means playing a slower, riskier game than you'd otherwise choose.

Two habits worth learning early: Duplication — arranging the position so your opponent needs the very same dice numbers to accomplish two different things, shrinking the rolls that work for them. And avoiding needless blots when a safer play accomplishes almost the same thing — most games are lost by one avoidable shot, not one missed brilliant move.

Frequently Asked Questions

How many checkers does each player start with?

Each player starts with 15 checkers, in the standard opening position: two on the 24-point, five on the 13-point, three on the 8-point, and five on the 6-point.

What is the doubling cube?

A die marked 2 through 64 that tracks the current stakes of the game. Either player can offer to double before rolling; the opponent takes (accepting the higher stakes and gaining the cube) or passes (conceding at the current value).

What's a good rule of thumb for taking a double?

You need roughly a 25% chance of winning — about one game in four — for taking to be better than passing on average. It's a simplification, but a solid starting point.

What is the Crawford rule?

When a player reaches one point from winning the match, the cube is switched off for exactly one game so the trailing player can't be eliminated by a single double. It returns to play the game after.

What is a pip count?

The total distance all of a player's checkers still need to travel to bear off. Comparing pip counts tells you who's ahead in a race and feeds directly into doubling decisions.

How do gammons and backgammons work?

A gammon (winning before your opponent bears off any checker) is worth double the cube value. A backgammon (winning while the opponent still has a checker in your home board or on the bar) is worth triple.

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