Nackgammon
Backgammon with four back checkers — same rules, harder game
Nackgammon is backgammon played from a different starting position: each side begins with four checkers in the opponent's home board instead of two. Nothing else changes — the moves, the bar, bearing off, gammons and the doubling cube all work exactly as you know them. The result is a game with far more contact, where the opening roll counts for less and position counts for more. You can play it free here against the computer or a friend.
The Nackgammon starting position
Take a standard board and move one checker from your 6-point and one from your 13-point back to your 23-point. That is the whole change:
| Point | Backgammon | Nackgammon |
|---|---|---|
| 24-point | 2 | 2 |
| 23-point | — | 2 |
| 13-point | 5 | 4 |
| 8-point | 3 | 3 |
| 6-point | 5 | 4 |
Fifteen checkers each, as always, mirrored on both sides. The starting pip count is 194 instead of 167 — the two checkers sent back to the 23-point add 27 pips to the journey.
If you are still finding your way around a board, the standard setup guide explains the points, the direction of play and the home boards first — everything there applies here too.
Why Nack Ballard invented it
Nackgammon comes from Nack Ballard, one of the strongest players the game has produced. His complaint about standard backgammon was simple: the fifteen opening rolls are not equal, and the gap between them is large. Winning the opening cast and throwing 3-1 hands you the 5-point on move one; throwing 2-1 hands you almost nothing. A single die can tilt a short match before either player has made a decision.
Adding two back checkers dilutes that. With four checkers to bring home from the far corner, no single opening roll settles very much, and the game is decided over the long middle phase where skill has room to work. That is also why Nackgammon is popular as a training variant: it rewards exactly the skills that are hardest to practise in the standard game.
What the rules say
There is no separate rulebook. Everything in our backgammon rules applies without exception:
- Both dice are played, doubles four times, and you must use as many dice as you can.
- A lone checker is a blot and can be hit to the bar; you must enter from the bar first.
- Bearing off begins once all fifteen checkers are home.
- Gammons count double and backgammons triple.
- The doubling cube, the Crawford rule and match play all work the same way.
What changes when you play
The rules are identical, but the game feels different from the first roll:
- Pure races are rare. With four checkers stuck behind enemy lines, the two sides stay in contact far longer. Games that would have been decided by a lucky sequence in standard backgammon keep going.
- Running is worth less. Escaping one back checker still leaves three behind, so the classic "run and hope" plan rarely solves your problem on its own.
- Blockading matters more. Building a prime in front of four checkers is worth far more than in front of two — and being on the wrong side of one is far worse.
- The 23-point is a ready-made anchor. You start with a made point deep in the opponent's home board, which is safe but slow. Deciding when to give it up is one of the recurring judgements of the variant.
- Blots get punished harder. More enemy checkers in your home board means more numbers that hit, so the cost of a loose play goes up.
If you want the underlying ideas first, our strategy guide covers priming, anchors and the four game plans — all of which carry over, only with more weight.
Do the standard openings still apply?
Partly. Point-making rolls stay strong: 3-1 making the 5-point is still the best thing that can happen to you, and 6-1 making the bar point is still excellent, because a blocking point is worth more here, not less.
What changes is everything built around running and splitting. The famous 6-5 "lover's leap" gets one checker out and leaves three, and several standard splits make less sense when you already own the 23-point. Our opening moves guide covers the standard game roll by roll; treat those plays as a starting point in Nackgammon rather than a finished answer.
Questions people ask
What is the difference between Nackgammon and backgammon?
Only the starting position. In Nackgammon one checker from the 6-point and one from the 13-point start on the 23-point instead, so each player begins with four back checkers rather than two. Every rule after that — movement, hitting, the bar, bearing off, gammons, the doubling cube — is identical to backgammon.
Who invented Nackgammon?
Nack Ballard, one of the strongest backgammon players in the world. He designed it so that the opening roll matters less and the game is decided more by positional play than by who threw 3-1 first.
Is Nackgammon harder than backgammon?
It is more demanding positionally. Four back checkers mean more contact, longer blocking battles and fewer games that turn into a simple race, so plans have to be made further ahead. The rules themselves are no harder to learn.
Do the standard opening moves still work in Nackgammon?
Partly. Point-making rolls such as 3-1 making the 5-point remain strong. Running plays are worth less, because escaping one back checker leaves three behind, and the extra anchor on the 23-point changes which splits make sense.
What is the starting pip count in Nackgammon?
194 for each player, against 167 in standard backgammon. The two checkers moved back to the 23-point add 27 pips to the journey.
Play Nackgammon now
Choose Nackgammon under “Board”, pick your opponent — computer on three levels, or a friend over a private link — and roll. Free, no signup, and the board enforces every rule for you.
▶ Play Nackgammon nowMore: how to play backgammon, the board setup, the complete rules, the best opening moves, and our strategy guide.
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