The Rules of Backgammon
Number of Players
Backgammon is a two-person game but there are variations that allow for more players.
Game Board
A backgammon set includes a board, 15 white checkers, 15 black checkers, two
pairs of dice, two dice cups for rolling the dice, and a doubling cube.
Setting Up the Backgammon Board
To start the game, place your checkers in the positions shown in the diagram.
Place the doubling cube in the center. It doesn't matter who uses the white
(light-colored) checkers and who uses the black (dark-colored) checkers.
The 24 triangles on the board are called points. The area in the middle of the
board is called the bar.
Object of Game
The object of the game is to move all your checkers into your home board, and
then remove them from the board before your opponent does. Removing your
checkers is called "bearing off".
Rolling the Dice
To start the game, each player rolls one die. The player who rolls the highest
number gets to move first, using the numbers that were just rolled. For example,
if white rolled 3 and black rolled 1, white starts the game with the roll 3 and
1.
If both players roll the same number, re-roll.
On all turns after the opening roll, each player rolls their own dice. Use the
dice cup to roll your dice. The dice must land in your right-hand side of the
board. If a die does not land flat (for example, cocked on a checker or the edge
of the board), both dice must be re-rolled. This is called a "cocked
die".
When you are finished moving your checkers, pick up your dice to formally end
your turn. If the play you made is incomplete or illegal, your opponent may
accept the play or require you to make a legal play. A play is deemed to have
been accepted when your opponent rolls their dice or offers a double to start
their turn. If you roll your dice before your opponent has picked up their dice,
your roll is void.
Moving the Chips
On your turn, move your checkers the number of points indicated on the dice. In
the diagram below, white can only move counter-clockwise toward their home
board. Black moves in the opposite direction.
If your opponent has two or more checkers on a point, you can't move to that
point. We call that point a "made" point.
You must move the numbers on the two dice separately. For example, if you roll 4
and 2, you may move one checker 4 points and another checker 2 points. Or you
may move one checker a total of 6 points but only if the intermediate landing
point (either 4 or 2 points from the starting point) is also open.
You must play both dice, if possible. When only one die can be played, you must
play that die. If either die can be played but not both, you must play the
larger one. If you can't make a move with your roll, you forfeit your turn.
If you roll doubles you move twice the amount shown on the dice. For example, if
you roll double fours, you move four points, four times (not just twice).
Hitting Blots
If your opponent has only one checker on a point, you can land on that checker
and send it to the bar. Simply pick up the checker and place it on the bar in
the middle of the board. One lone checker on a point is called a blot.
In the following diagram black has left a blot on point 10. If white rolls a 6,
they can move the checker from point 4 to point 10 and send the black checker to
the bar.
Your opponent will have to re-enter that checker before they can make any other
move.
To re-enter a checker, roll the dice on your turn as usual. Then place your
checker on a point in your opponent's home board corresponding to the number on
either die. For example, if you roll 6 and 2, you can place the checker on the 6
point or on the 2 point, if they are open.
If neither of the points is open, the player loses his turn. If a player is able
to enter some but not all of his checkers, he must enter as many as he can and
then forfeit the remainder of his turn. After the last of a player's checkers
has been entered, any unused numbers on the dice must be played, by moving
either the checker that was entered or a different checker.
Bearing Off
After you have moved all of your checkers into your home board, you can start to
remove your checkers from the board. This is called bearing off.
To bear off, simply remove checkers from the board, corresponding to your dice
roll. For example, if you roll 6 and 3, you can remove a checker from your 6
point and a checker from your 3 point.
If there is no checker on the point corresponding to the die, you must move a
checker from a higher numbered point. If there are no checkers on
higher-numbered points, remove a checker from the highest-numbered point that
has checkers.
You don't have to bear off a checker if you can make a legal move.
If your opponent hits one of your checkers when you are bearing off, you must
bring that checker back to your home board before continuing to bear off.
If you bear off all your checkers before your opponent, you win.
Scoring
Rather than play just one game, players usually play a match of several games.
The winner is the first person to reach an agreed upon point total. For example,
17 point matches are common in tournaments.
The winner of the game receives one point, unless the stakes were doubled or
re-doubled during the course of the game, or the loser was "gammoned"
or "backgammoned".
Doubling the stakes - During the game either player may offer
to double the stakes. To do this, pick up the doubling cube and turn it to the
number "2". You can only double at the start of your turn, before you
roll the dice.
Your opponent may accept the double, or decline it. If they accept, you continue
to play, but now the winner of the game will receive two points instead of just
one. If they decline, the game is over and you win one point.
If your opponent accepts the double, your opponent "owns the cube".
That means that only they can offer the next re-double. If, at some point in the
game, they re-double and you accept, you then own the cube. There is no limit to
how many times the stakes can be re-doubled. In the highly unusual case that
your re-doubles exceed 64, the maximum value displayed on the cube, keep track
of the re-doubled value on a sheet of paper.
Gammons and backgammons - Another way to score more than a
single point when you win is if you gammon or backgammon your opponent.
If you bear off all your checkers before your opponent can bear off at least one
checker, you have "gammoned" your opponent. A gammon scores double the
cube value.
If you bear off all your checkers before your opponent can bear off at least one
checker, and your opponent still has a checker in your home board or on the
board, you have "backgammoned" your opponent. A backgammon usually
scores triple the cube value. (Note: Some online sites score a backgammon as
double the cube value, same as a gammon.)
Automatic doubles - If both players roll the same number on the
opening roll, the stakes are automatically doubled and the doubling cube is
turned to "2".
Beavers - After a player doubles the stakes, the other player
may immediately re-double, and still keep posession of the cube.
Jacoby Rule - Under the Jacoby Rule, gammons and backgammons
only count as 1 point if the cube is not doubled during the game.
Crawford Rule - A rule that prohibits doubling for one game
when a player is within one point of winning the match.