Learn · Tournament variant

Classic backgammon

24 points · dice priority, primes, hits, bear-off, scoring, and cube.

18 lessons · 78 min

Lessons in this path

  1. 1 What you are trying to do This is the whole game: move all 15 checkers into your home board, then bear them off before your opponent. Basics · 4 min
  2. 2 Board direction and points The board has 24 points. White moves from the far 24-point toward the home board; Black moves the opposite way. Basics · 5 min
  3. 3 Starting the game Before normal turns, each player rolls one die. The higher die starts the game, and the winner plays both of those dice as the first turn. Matching… Basics · 5 min
  4. 4 Dice and legal movement Each die is used once. A 3 moves one checker three points; a 1 moves one checker one point. Basics · 4 min
  5. 5 Using both dice When both dice can be played, you must use both. This lesson always rolls 6-4, which gives you two clean moves. Basics · 4 min
  6. 6 Doubles are four moves When both dice show the same number, you do not move twice. You move four times. Basics · 5 min
  7. 7 Made points and blocked points Two or more opposing checkers make a point blocked. You cannot land there, even if the die reaches it. Basics · 5 min
  8. 8 When only one die can play Backgammon has a priority order: use the most dice possible. If only one die can be used and both numbers are legal, you must use the higher die. Basics · 4 min
  9. 9 Blots and hitting A single opposing checker is called a blot. Land on it and it goes to the bar. Tactics · 5 min
  10. 10 Entering from the bar When one of your checkers is on the bar, it has priority. You cannot move any other checker until it enters. Tactics · 4 min
  11. 11 When you cannot move Sometimes the dice give you nothing. If neither die has a single legal move, your whole turn is forfeited. That happens most often on the bar, and… Tactics · 4 min
  12. 12 Building a stronger prime A made point blocks one landing spot. Several made points in a row become a prime, which can hold an opposing checker back. The highlighted points… Tactics · 5 min
  13. 13 Bearing in You cannot bear off until every one of your checkers is inside your home board. Endgame · 4 min
  14. 14 Bearing off precision Once all 15 checkers are in your home board, matching dice can remove checkers from the board. Endgame · 7 min
  15. 15 Winning, gammon, backgammon A normal win scores one point before the cube. If the loser has borne off no checkers, it is a gammon and scores two. If the loser also has a… Scoring · 4 min
  16. 16 The doubling cube, simple version The cube changes the value of the game. You can see it resting in the middle of the board: nobody owns it yet, and the game is worth one point. When… Cube · 5 min
  17. 17 Taking or dropping a double When your opponent doubles, the game pauses. You must choose: take and keep playing for the new value, or drop and concede the current value… Cube · 5 min
  18. 18 Match flow in Boardgammon A Boardgammon match uses fair dice and a clock online. There is no undo after a confirmed move, and you get a full review after the game. Basics · 5 min