Controls
- Click the dice area or press Roll to start your turn.
- Select a checker on the bar or a point, then click a valid destination.
- When all your checkers are in your home board, you can bear them off.
How to Play Backgammon
Backgammon is one of the oldest two-player board games in the world. Two players move their checkers around a board of 24 narrow triangles (called points) based on dice rolls. This guide covers the complete rules of backgammon, how to move checkers, how to bear off, and basic strategy. It is written for complete beginners.
Objective
The goal of backgammon is to move all 15 of your checkers into your home board and then bear them off (remove them from the board). The first player to bear off all their checkers wins.
The Backgammon Board
The board has 24 triangles called points, numbered 1 through 24. The points are grouped into four areas of six points each:
- Your home board — points 1 to 6 (bottom-right)
- Your outer board — points 7 to 12 (bottom-left)
- Opponent's outer board — points 13 to 18 (top-left)
- Opponent's home board — points 19 to 24 (top-right)
A raised strip down the centre of the board called the bar divides the home and outer boards. There is also a bear-off tray where removed checkers are placed.

Starting Position (Setup)
Each player begins with 15 checkers arranged in a specific pattern:
- 2 checkers on your 24-point (opponent's home board)
- 5 checkers on your 13-point (opponent's outer board)
- 3 checkers on your 8-point (your outer board)
- 5 checkers on your 6-point (your home board)
Both players have the same layout but mirrored. White moves from low-numbered points towards high-numbered points, and Black moves from high-numbered points towards low-numbered points.
How to Roll the Dice
At the start of your turn, you roll two dice. The numbers shown tell you how many points you can move your checkers. Each die is a separate move — you can move one checker by both dice values, or two different checkers by one die each.
Tap the board or press the roll button when it is your turn. The dice values appear in the centre of the board.

How to Move Checkers
After rolling, you move checkers forward along the points according to the dice values. The key rules are:
- Each die is a separate move. If you roll 5 and 3, you must make a move of exactly 5 and a move of exactly 3 (not 8).
- You can use both dice on one checker by moving it 5 then 3 (or 3 then 5), as long as the intermediate point is also a legal landing spot.
- You can split the dice between two different checkers.
- You must use both dice if possible. If only one die can be used, you must play the higher value if possible.
Where You Can Land
You may move a checker to any point that is:
- Empty (no checkers on it)
- Occupied by your own checkers (you can stack any number)
- Occupied by exactly one opponent checker (this is a "hit" — see below)
You cannot land on a point occupied by two or more opponent checkers. This is called a blocked point.

Doubles
If you roll the same number on both dice (for example, double 4s), you get four moves of that value instead of two. This can be a powerful roll because you can move checkers a long way in a single turn.
Hitting and the Bar
Hitting a Blot
A single checker sitting alone on a point is called a blot. If you land on an opponent's blot, that checker is hit and placed on the bar (the raised strip in the centre of the board).
Re-entering from the Bar
A checker on the bar must re-enter the board before you can make any other moves. To re-enter, you must roll a number that corresponds to an open point in the opponent's home board (points 1–6 for the bar player).
If you cannot re-enter (because all possible entry points are blocked), you lose your turn.

Bearing Off
Once all 15 of your checkers are in your home board (points 1–6), you can begin bearing off. This is how you win the game.
How bearing off works
- Roll the dice and remove checkers from the points that match the dice values. For example, if you roll a 4, you can remove a checker from the 4-point.
- If there is no checker on the point matching a die, you must move a checker from a higher point instead.
- If there are no checkers on higher points, you may remove a checker from the highest occupied point.
- You must use both dice if possible. You can bear off one checker and move another, or bear off two checkers.

Winning the Game
The first player to bear off all 15 checkers wins. If your opponent has not borne off any checkers by the time you finish, it is called a gammon (a more decisive victory). If they also still have a checker on the bar or in your home board, it is called a backgammon.
Basic Strategy for Beginners
Make points (build a wall)
Try to place two or more checkers on the same point. This creates a made point that your opponent cannot land on. A series of consecutive made points forms a wall (called a prime) that blocks your opponent from advancing.
Don't leave blots
Avoid leaving single checkers (blots) exposed where your opponent can hit them. Getting sent to the bar is a big setback because you lose tempo re-entering.
Advance your back checkers early
The two checkers starting deep in your opponent's home board (the 24-point) are your most vulnerable. Move them forward when you get the chance, especially with large rolls.
Control the 5-point and the bar point (7-point)
These are the most valuable points to own. Making your 5-point secures your home board, and making the 7-point (bar point) helps trap opponent checkers behind your prime.
Race when you're ahead
If you're clearly ahead in the race (your checkers are closer to home), focus on moving forward quickly rather than building elaborate primes.
Common Beginner Questions
What happens if I can't move?
If you roll the dice but cannot make any legal move (all destination points are blocked), you lose your turn. This is called being fanned or dancing.
Can I choose not to move?
No. If a legal move exists, you must make it. If you can only use one of the two dice, you must use the higher value if possible.
What if I roll before my opponent finishes?
Each player rolls on their own turn. Wait for your opponent to complete all their moves before rolling.
How is this different from other backgammon variants?
This is standard backgammon (also called short backgammon). Other variants like Nackgammon, Acey-deucey, and Tavla have different starting positions or special rules.
Summary
Backgammon combines luck (dice rolls) with strategy (choosing which checkers to move). Roll the dice, move your checkers forward into your home board, and bear them off before your opponent does. Avoid leaving blots, build strong points, and use doubles wisely. With practice, you will develop an intuition for when to play safe and when to take risks.