• Lesson 5 of 12
  • The rules
  • 3 min

How to Enter From the Bar in Backgammon

A checker on the bar has to come back into play before you can move anything else. Where it comes in depends on the dice, and on which points White holds.

Step 1 of 4

  1. Where a checker comes in

    Your checker on the bar comes back in on White's home board, your 19- to 24-points, and you enter it with one die. Each number has its own point: a 1 enters on your 24-point, a 2 on your 23-point, and so on up to a 6 on your 19-point.

    A checker can't enter on a point White holds with two or more checkers. Here White holds your 19-, 21- and 22-points, so a 6, a 4 or a 3 can't bring your checker in. The stars mark the open points: a 1, a 2 or a 5 can.

    With two checkers on the bar, both have to come in before any other checker moves.

  2. Enter, then play on

    You rolled 5-3. The 3 can't enter, because White holds your 22-point, but the 5 can, on your 20-point. Once your checker is in, the other die can move any checker, including the one that just came in.

    Your move

    Bring your checker in from the bar, then hit White's blot with the 3.

  3. Which rolls come in?

    The same position, before you roll. White holds your 19-, 21- and 22-points.

    Which of these rolls brings your checker in?

    Question
  4. When nothing comes in

    You roll 6-3. The 6 would enter on your 19-point and the 3 on your 22-point, and White holds both.

    What happens?

    Question

What you learned

  • A hit checker comes back in on White's home board: a 1 on your 24-point, up to a 6 on your 19-point.
  • It can't enter on a point White holds with two or more checkers.
  • Nothing else moves until every checker on the bar is back in.
  • If neither die can enter, you lose the whole turn.

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