bearoff

How to play backgammon

Five minutes to learn. Everything below is the whole game - the rules, then a few things worth knowing once you have played a couple.

What you are trying to do

You have fifteen checkers and so does your opponent. Yours travel one way round the board, theirs the other way. The first player to bring all fifteen round and take them off the board wins. Everything else is detail.

The starting position: fifteen checkers each, on points 24, 13, 8 and 6 for you and the mirror image for your opponent.131214111510169178187196205214223232241
The starting position. Your checkers are the pale ones: two on point 24, five on 13, three on 8, five on 6. Your opponent's are the mirror image of that. You move from 24 towards 1, they move from 1 towards 24.

The board

The twenty-four triangles are called points, and they are numbered from your side: point 1 is the one nearest where your checkers finish, point 24 the one furthest away. Your opponent numbers them the other way round, so their point 1 is your point 24 - which is why every number on this page is from your seat.

A backgammon board: twenty-four numbered points, the bar down the middle, and the tray at the right where checkers come off.131214111510169178187196205214223232241the baroffopponent's home boardyour home boardyour outer board
The last six points - 1 to 6 - are your home board, and the tray beside them is where checkers go once they are off. The strip down the middle is the bar, where a checker waits after it has been hit.

Taking a turn

Roll two dice. Each die moves one checker that many points forward, and the two dice are separate moves: you may move two different checkers, or the same checker twice.

A roll of six and three played as two separate moves: one checker from point 8 to point 2, another from point 6 to point 3.12111098765432163
Six and three, played as two moves: one checker from point 8 to point 2, and another from 6 to 3. The same two dice could instead have moved a single checker nine points, in either order.

Where you are allowed to land

A point is open to you unless your opponent has two or more checkers on it. It makes no difference how many of your own are already there.

Four kinds of point: one with two opposing checkers is blocked, one with a single opposing checker is a blot you may hit, an empty point is open, and a point with your own checkers is yours.121110987654321blockeda blotopenyours
Point 10 has two opposing checkers, so it is closed to you. Point 8 has exactly one - a blot, which you may land on. Point 5 is empty and point 3 is yours; both are fine. Two of your own checkers on a point is called making it, and it stays yours until you move them.

Hitting, and the bar

Landing on a blot hits it. The checker you hit comes off the board and goes on the bar, and has to start its journey again from the beginning.

Landing on a lone opposing checker sends it to the bar.1211109876543213to the bar
Playing a three from point 11 lands on the lone opposing checker on point 8 and knocks it to the bar.

While you have a checker on the bar you may move nothing else until it is back on the board. It re-enters in your opponent's home board, on the point matching the die: a one enters on point 24, a two on 23, and so on down to a six on point 19.

Re-entering from the bar into the opponent’s home board: a one enters on point 24 and a six on point 19, so a five enters on point 20.192021222324a five enters here
A five brings your checker off the bar onto point 20. Points 19 and 22 are held by two opposing checkers, so a six or a three would be no use here - and if your opponent held all six, you would forfeit the turn entirely.

More on hitting and the bar - blots, points and anchors, why the numbers run backwards when you come back on, and what to do about being shut out.

Bearing off

Once all fifteen of your checkers are home - on points 1 to 6 - you can start taking them off. A die takes a checker off the point with that number: a four takes one off point 4.

Bearing off: with all fifteen checkers home, a four removes a checker from point 4 to the tray.654321
A four takes a checker off point 4 and into the tray. Fourteen to go.

How to bear off, in full - every roll you can be dealt at the end of a game, and what you are allowed to do with it.

Winning

The first player with all fifteen checkers off wins. How much they win by depends on how far behind the loser was:

What a win is worth - the three results worked through, and how the doubling cube multiplies them.

Seven things worth knowing

None of this is a rule. It is the difference between moving checkers and playing backgammon.

Six of your points in a row: an opposing checker behind them cannot move at all, because every number is blocked.121110987654321six points in a row - nothing gets pasttrapped
Six consecutive points, called a prime. The trapped checker cannot move - every number from one to six lands on a point you hold. It stays there until you break the wall, which you eventually have to.

Playing on bearoff

bearoff plays the game above, with a few things to know:

Everything else - the board colours, which corner your home board sits in, the language, what you are emailed about - is in preferences, under the cog.

In more detail

Three parts of the game are fiddlier than a paragraph can carry. Each has a page of its own.

Bearing off

The last part of the game in full: when you may start, which die takes which checker off, what a roll higher than any of your checkers does, and what being hit costs you.

Hitting and the bar

Blots, points and anchors, which number you come back on, and what happens when there is nowhere to come back to.

What a win is worth

One point, two for a gammon, three for a backgammon, worked through - and how the doubling cube multiplies all three.


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