How to Play Backgammon and Win Your First Game

Two hands over an open backgammon board, the left one placing a white checker on a point and the right one holding two black dice, with cream dice resting on the board, a dartboard hit in the bullseye and a chess king with a rising arrow in the background.

Backgammon moves fast: one roll can create a clean escape, a devastating hit, or a decision that changes the entire match. Learning how to play backgammon starts with the rules, but the real fun begins when you can read the board, spot a vulnerable checker, and choose between racing home or fighting for control.

The Backgammon Board and Starting Setup

A backgammon board has 24 narrow triangles called points. The points are split into four groups of six. Your home board is the final quadrant your checkers travel through before they leave the board. Your opponent's home board is where your checkers begin.

Each player has 15 checkers. From your perspective, set them up like this: two checkers on the 24-point, five on the 13-point, three on the 8-point, and five on the 6-point. Your opponent uses the mirrored setup and moves in the opposite direction.

The goal is simple: move all 15 of your checkers around the board and bear them off before your opponent does. The board position, however, is rarely simple. Every move affects both your race to the finish and your opponent's chances to attack.

How to Play Backgammon: The Basic Turn

At the start of a game, both players roll one die. The player with the higher number takes the first turn using those two numbers. If both players roll the same number, roll again.

After that, players roll two dice at the beginning of each turn. Each die represents a separate move. If you roll a 3 and a 5, you can move one checker three points and another checker five points, or move the same checker a total of eight points if the intermediate landing point is legal.

You may move a checker onto an open point, a point occupied by your own checkers, or a point with exactly one opposing checker. You cannot land on a point occupied by two or more opposing checkers. That point is closed to you.

When you roll doubles, you play the number four times. A roll of double 4s gives you four separate 4-point moves. Doubles are powerful because they can build a wall, launch an attack, or carry a checker a long distance in a single turn.

You must use both dice whenever possible. If only one die can be played, you must play it. If either number could be played but not both, you must use the higher number. These details matter, especially when your checkers are trapped behind a blockade.

A quick example

Imagine you roll 6-2 and have a checker on your 8-point. You could move it to the 2-point with the 6; continuing off the board from there is not possible, because checkers must remain on numbered points until bearing off. Instead, you might move from the 8-point to the 2-point with the 6 and use the 2 to move another checker. Or, if the points are open, you could move one checker from the 8-point to the 6-point and then to the 0-point only if you are already bearing off and the move qualifies.

The lesson is to treat each die as its own legal move. Do not add the dice together unless the checker can legally stop on the intermediate point.

Hitting Blots and Entering From the Bar

A single checker sitting alone on a point is called a blot. Blots are exposed. If an opponent lands on one, that checker is hit and placed on the bar, the raised divider down the middle of the board.

A player with a checker on the bar has one priority: re-enter it before making any other moves. You enter through your opponent's home board, using the number rolled. If you roll a 4, your checker attempts to enter on the opponent's 4-point. You can only enter if that point is open or occupied by one opposing checker.

If your opponent has closed all six points in their home board, you cannot enter at all. Your turn ends, and your opponent gets more time to race, build points, or extend the blockade. This is why making consecutive points in your home board is such a strong defensive weapon.

Hitting is not automatically correct. A hit may leave your own blot exposed, or it may pull a checker away from a valuable defensive point. Consider what happens after the hit: Can the opponent re-enter easily? Can they hit you back? Does the move improve your race or simply create chaos? The best choice depends on the score, the position, and how close each side is to bearing off.

Bearing Off Your Checkers

You can begin bearing off only when all 15 of your checkers are in your home board. A roll removes a checker from the matching point. For example, a 5 bears off a checker from your 5-point.

If there is no checker on the number rolled, you must make a legal move within your home board if one exists. If no such move is available, you may bear off a checker from the highest occupied point below the number rolled. For example, if your highest remaining checker is on the 3-point and you roll a 5, you can bear off that 3-point checker.

The first player to bear off all 15 checkers wins the game. If the loser has borne off at least one checker, the win is worth one point. If the loser has not borne off any checkers, it is a gammon worth two points. If the loser still has a checker on the bar or in the winner's home board, it is a backgammon worth three points.

The Doubling Cube Makes Matches Competitive

Many casual games begin without the doubling cube, but competitive backgammon is built around it. The cube starts at 1 and can double the value of the current game to 2, 4, 8, and beyond.

Before rolling, a player who believes they are ahead may offer a double. The opponent can accept and play for the higher stakes, or decline and concede the game at its current value. Once a player accepts a double, they control the cube and have the right to offer the next double later.

Using the cube well is not about showing confidence. It is about timing. Double when you are a meaningful favorite but before your opponent has an obvious pass. If you wait until victory is nearly certain, they can simply decline and you gain only the current value. If you double too early, you may give away leverage when the position is still volatile.

Your First Strategic Priorities

New players often focus only on moving checkers toward home. Distance matters, but safe structure wins many games. Try to avoid leaving unnecessary blots, especially when your opponent has checkers positioned to attack.

Build points in your home board whenever you can. Two checkers on a point make it closed, and a series of closed points can trap an opponent on the bar. The 5-point in your home board is particularly valuable because it blocks a common entry number and supports your bear-off position.

At the same time, do not lock all your checkers into one rigid plan. If you are far ahead in the race, running for home may be better than starting a fight. If you are behind, contact can be your opportunity. Hold an anchor in the opponent's home board, look for hitting chances, and make it harder for them to bear off cleanly.

A useful habit is to pause after every roll and ask three questions: What moves are legal? Which move leaves me safest? Which move gives my opponent the fewest strong replies? That short review turns random-looking rolls into purposeful decisions.

Practice the Rules in Real Matches

The fastest way to learn is to play enough positions that patterns become familiar. Quick games teach movement and bearing off. Ranked games teach discipline, because every decision affects your rating and every opponent brings a different style. Longer matches add pressure, match scores, and doubling-cube decisions.

Online Backgammon lets you practice across browser, mobile, tablet, and Mac while matching with players at your level. Its Glicko-2 ratings create more competitive pairings over time, and completed-match roll records can be re-derived from published data so players can verify the server-side dice process rather than simply trust it.

Start with the legal moves, then build better habits one roll at a time. A safe point, a timely hit, or a well-judged double can be the move that proves your strategy.

Put It Into Practice

The fastest way to learn backgammon is to play it. Match with real players right in your browser: free, no install, no sign-up needed.

Play Backgammon FreeIn your browser · no install