How to Play Backgammon

A complete guide for beginners and improving players

Backgammon is one of the oldest board games in the world — a fast, tactical race for two players that mixes luck and skill in a way few games match. This guide takes you from the very first roll to real winning strategy: the setup, how a turn works, hitting, bearing off, counting the race, the best opening moves, and the ideas that separate strong players from beginners. Prefer a concise reference? See the complete backgammon rules. When you are ready, play a free game right here on BackgammonWorld and put it into practice.

The goal of the game

Each player has fifteen checkers. The two players move their checkers in opposite directions around the board, both heading toward their own home board (the quarter of the board nearest them). Once all fifteen of your checkers are in your home board, you start taking them off the board — this is called bearing off. The first player to bear off all fifteen checkers wins the game.

Along the way you are not just racing: you can land on a lone enemy checker to send it all the way back to the start, and you can block your opponent's path. So backgammon is a race and a fight at the same time — and knowing when to do which is the whole art of the game.

The board and starting position

The board has 24 narrow triangles called points, grouped into four quadrants of six. Each player has a home board and an outer board. On BackgammonWorld the points are numbered 1 to 24 from your point of view: your home board is points 1–6 (bottom right), and your checkers travel around toward point 1, where they bear off. Your opponent sees the board the same way from their side, so their numbering is the mirror of yours.

An empty backgammon board with the four quadrants labelled: Black outer and home boards on top, White outer and home boards on the bottom, points numbered 1 to 24.
The four quarters of the board. You (White) move your checkers around toward your home board (bottom right); your opponent moves the opposite way, toward theirs (top right).
Backgammon starting position: each player's fifteen checkers set up on the 24-, 13-, 8- and 6-points, with the points numbered 1 to 24.
The standard backgammon starting position, with the points numbered as they appear on BackgammonWorld. Ivory (white) and dark checkers mirror each other.

The standard starting position for each player is:

That is fifteen checkers each, set up as mirror images. Between the two halves of the board runs the bar, where checkers that get hit are placed. Off to the side is the tray where borne-off checkers go.

On BackgammonWorld: you play the ivory (white) checkers; the computer or your opponent plays the dark ones. The live pip count for both sides is shown next to the board so you always know who is ahead in the race.

Taking your turn

To decide who starts, each player rolls a single die; the higher number goes first and plays those two dice as the opening move. After that, players alternate, rolling two dice each turn.

The two numbers on the dice tell you how far you may move, and the rules are simple:

Fair dice, guaranteed: on BackgammonWorld every die is rolled by the server with a cryptographic random generator and sent to both players at once — no one can predict or influence a roll. The board also highlights your legal moves and enforces the "use both dice" rule for you, so you can focus on strategy, not bookkeeping.

Hitting, blots and the bar

A point with only one of your checkers on it is called a blot. A blot is exposed: if an opponent can land on it, they hit it, and your checker is picked up and placed on the bar — the wooden ridge down the middle of the board.

A backgammon board where White has hit a Black checker; the hit Black checker now sits on the bar in the middle of the board.
White has hit a Black blot: the Black checker now sits on the bar and must come back into the game before Black can make any other move.

A checker on the bar must re-enter the board in the opponent's home board before you may make any other move. You enter using a die value: a 3 enters on the point 3 deep into that home board, and so on. If both entry points are blocked, you cannot move at all that turn — this is called dancing (or being "stuck on the bar"), and it can be very costly.

Getting hit sends a checker all the way back to the start of its journey, so a single hit can swing the race by a huge number of pips. Deciding when to leave a blot, when to hit, and when to play safe is the heartbeat of backgammon.

Making points, anchors and primes

When you have two or more checkers on a point, you have made that point: your opponent cannot land there, and your own checkers there are safe from being hit. Making points is how you build both safety and blockades.

The two golden points: your 5-point and your bar point (7-point) are the most important points to make early. They anchor your blockade right where your opponent's back checkers need to escape.

Bearing off

Once all fifteen of your checkers are in your home board (points 1–6), you may begin bearing off. You cannot bear off while a checker is still outside the home board or sitting on the bar — bring it home first.

A backgammon bear-off position: both players have all fifteen checkers in their home boards and are removing them from the board.
Bearing off: both players have brought all fifteen checkers into their home board and are taking them off. First to remove all fifteen wins.

The dice tell you which checkers you can take off:

One trap to watch: if your opponent still holds an anchor in your home board, bearing off carelessly can leave a blot that gets hit — sending a checker all the way around again just as you were about to win. Bear off smoothly, keep your points even, and try not to leave a shot.

Winning: single, gammon, backgammon

The first player to bear off all fifteen checkers wins — but not every win is worth the same:

This is why, when you are far ahead, it is often worth playing on aggressively for a gammon rather than settling for a plain win — and why, when you are far behind, keeping just one checker alive can save you two points. On BackgammonWorld you can play quick single games or a match to 3 or 5 points with the doubling cube — gammons and backgammons multiply the cube's value, and the final screen shows exactly what your win was worth.

Pip counting

Your pip count is the total number of pips (points) all your checkers still have to travel to bear off. It is the single most useful number in backgammon: it tells you, at a glance, whether you are ahead or behind in the race — and therefore whether you should be racing home or fighting.

To count it, multiply the number of checkers on each point by that point's number, then add it all up. From the standard starting position that works out to:

Both players start on 167, exactly even. Every time you move, your count drops by the pips you played; every time you get hit, it jumps up by the pips that checker loses. As a rough guide, if you are ahead by about 8–10% or more, you are usually favoured in a straight race and should simplify and run for home. If you are behind, you generally want to hold an anchor and play for a hit.

No mental math needed here: BackgammonWorld shows both pip counts live beside the board, so you can practice reading the race without adding it up yourself — then learn to estimate it on a physical board.

The best opening moves

The opening roll is always two different numbers (a tie on the opening die is re-rolled), so there are fifteen possible opening rolls. Decades of computer analysis have produced well-established best plays for each. Below, notation like 8/5 means "move a checker from your 8-point to your 5-point". A few rolls have more than one strong choice, shown as an alternative.

Notice the theme: nearly every strong opening either makes a valuable point, brings a builder down from the midpoint to help make points next turn, or advances a back checker toward safety. When in doubt, prefer making the 5-point, the bar point, or the 4-point over anything else.

Want to see each of these plays on the board? Our backgammon opening moves guide walks through every roll with diagrams.

Core strategy for beginners

You do not need to memorise everything to start winning. A handful of principles will take you a long way:

Ready to go deeper? Our dedicated backgammon strategy guide covers the four game plans, building a prime, anchors, the blitz, dice economy, and clean bear-offs.

Common beginner mistakes

Glossary of terms

Ready to play?

The fastest way to learn is to play. On BackgammonWorld the board highlights your legal moves, rolls the dice fairly, shows the live pip count, and lets you play the computer on three levels or a friend over a private link — all free, with no signup.

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