The complete guide to playing backgammon — from setup to winning strategies.
Backgammon is one of the oldest known board games, dating back roughly 5,000 years. It's a two-player game that combines strategy and luck — each player moves their checkers around the board according to dice rolls, with the goal of being the first to remove all 15 checkers from the board.
What makes backgammon endlessly compelling is the balance: dice introduce randomness, but expert players consistently beat beginners because strategic decisions at every turn determine the outcome over time.
The backgammon board has 24 narrow triangles called points, numbered 1 through 24. The points alternate in color. The board is divided into four quadrants of six points each:
A vertical strip called the bar divides the home and outer boards. The bar is where hit checkers are placed.
Each player starts with 15 checkers arranged as follows:
Specifically, each player places:
The objective of backgammon is to move all 15 of your checkers into your home board (points 1–6), and then bear them off (remove them from the board). The first player to bear off all 15 checkers wins the game.
You move your checkers in opposite directions around the board — you move toward your home board (decreasing point numbers), while your opponent moves toward theirs (which are your high numbers).
Each player rolls one die. The player with the higher number goes first, using the two numbers rolled as their first move. If both players roll the same number, they roll again until the numbers differ.
After the opening roll, players alternate turns. On each turn, you roll two dice and must move your checkers according to the numbers shown.
Doubles: If you roll the same number on both dice (e.g., double 4s), you get to move four times that number instead of two. For example, rolling 4-4 means you can make four moves of 4 points each.
Each die represents a separate move. You must use both numbers if legally possible. Key rules:
Example: If you roll 5-3, you can move one checker 5 points and another checker 3 points. Or you can move one checker a total of 8 points — but it must land on an open point after both the 5 and the 3 individually.
A point with only one checker on it is called a blot. If your checker lands on an opponent's blot, that checker is hit and placed on the bar.
If you have any checkers on the bar, you must enter them into the opponent's home board before making any other moves. To enter, you must roll a number corresponding to an open point in the opponent's home board (points 19–24 for you, if your home is 1–6).
If you cannot enter because all relevant points are blocked (occupied by 2+ opponent checkers), you forfeit your entire turn.
Strategic note: Hitting is a key tactic. Sending an opponent's checker to the bar forces them to re-enter from the farthest point, costing them significant ground. Building a prime (6 consecutive points with 2+ checkers) can trap an opponent's checker behind it.
Once all 15 of your checkers are in your home board (points 1–6), you can begin bearing off.
The doubling cube is a die with the numbers 2, 4, 8, 16, 32, and 64 on its faces. It's used to raise the stakes of the game.
When to double: Offer a double when you have a significant advantage. A common guideline is to double when your winning chances are around 70% or higher. Accept a double if you estimate your chances at 25% or better (because losing a doubled game costs the same as declining two games).
The type of win affects scoring:
In match play, players compete to be the first to reach a set number of points (e.g., a 7-point match).
Points are scored based on the game result multiplied by the doubling cube value:
When one player reaches one point away from winning the match, the Crawford Rule applies: the doubling cube cannot be used in the next game. After that one game, the cube is back in play.
This rule exists to prevent the trailing player from immediately doubling (since they have nothing to lose), which would make the cube meaningless in match endings.
The most common opening rolls have well-studied best plays. For example:
Want to go deeper? Read our backgammon strategy guide for cube decisions and middle-game plans, or jump straight into the opening guide for the standard 15 opening replies.
Put the rules into practice immediately. Start an AI match with the rules fresh in your head — no signup required.
Roll-Cube is a free online backgammon game with: