How to Play Backgammon: Complete Rules Guide
// rules · setup · movement · scoring
Backgammon is one of the oldest board games in the world, with origins stretching back over 5,000 years. It blends luck and strategy in a way few games match — you roll dice, but you decide how to use them. This guide covers the complete rules: setup, movement, hitting, bearing off, and scoring.
The Board and Setup
The board has 24 narrow triangles called points, split into four quadrants of six points each. A vertical ridge down the middle is called the bar. Each player has a home board (points 1–6 from their side) and an outer board (points 7–12).
Each player starts with 15 checkers: two on the 24-point, five on the 13-point, three on the 8-point, and five on the 6-point. You also need two six-sided dice and (for match play) a doubling cube.
The Object of the Game
Move all 15 of your checkers around the board into your home board, then bear them off — remove them from the board entirely. The first player to bear off all 15 checkers wins.
Starting and Moving
Each player rolls one die; the higher roll goes first and uses both numbers for the opening move. After that, players alternate turns, rolling both dice each turn. Each die moves a checker that many points. You can split the dice between two checkers, or use both on one checker.
A checker can land on an open point: empty, your own, or a single opposing checker (a blot). A point with two or more opposing checkers is blocked. Rolling doubles (both dice the same) gives you four moves of that number.
Hitting and Re-entering
Land on a single opposing checker and you hit it — the checker goes to the bar. A player with checkers on the bar must re-enter them in the opponent's home board before making any other move. If the entry point is blocked, you lose your turn.
Bearing Off
Once all 15 of your checkers are in your home board, you bear off: a 5 removes a checker from the 5-point, a 6 from the 6-point, etc. A roll higher than your highest occupied point lets you bear off your highest checker. If hit during bearing off, the checker returns to the bar.
Scoring
The first player to bear off all 15 checkers wins. Wins are scored as:
- Single game (1 point): opponent has borne off at least one checker
- Gammon (2 points): opponent has borne off zero checkers
- Backgammon (3 points): opponent has zero checkers off AND still has a checker on the bar or in your home board
The Doubling Cube
In match play, either player can offer to double the stakes before rolling. The opponent can accept (and take ownership of the cube) or decline and concede at the current stake. The cube adds enormous strategic depth — read our doubling cube guide for full strategy.
Common Beginner Mistakes
- Leaving too many blots. Experienced players consolidate checkers instead of exposing them.
- Ignoring the prime. A wall of consecutive points blocks the opponent — one of the strongest weapons in backgammon.
- Racing too early. If you're behind in the race, hitting blots is often better than running.
- Misusing doubles. Plan ahead — a well-timed double-6 can close your home board.
What's Next?
Knowing the rules is just the start. Strategy is where backgammon comes alive. Read our beginner strategies guide for opening moves and positional concepts, then jump into a real game on MrPegasus — play with friends over video, or practice against the bot for free.