
Backgammon is one of the oldest known two-player board games: a tables-family race in which each player moves fifteen checkers around a 24-point board according to dice rolls, hitting and blocking the opponent, and tries to bear all of their checkers off first. The optional doubling cube lets either player raise the stakes during a game, turning each match into a contest of position, probability, and nerve.
Store links
As an Amazon Associate, How You Rank earns from qualifying purchases. Prices and availability live on retailer sites.
Turn timer
Keep turns moving with a per-player clock for Backgammon.
Standard backgammon: each player races 15 checkers around the board by dice rolls, hitting blots and bearing off. The first to bear off all 15 wins the game. The doubling cube is in play, so either player may raise the stakes before rolling.
Backgammon is a two-player race game played on a board of 24 points split into four quadrants. Each player has 15 checkers that move in opposing directions toward their own home board; dice rolls dictate movement. Players hit each other's lone checkers (blots), build blocking points, and race to bear all checkers off first. An optional doubling cube lets players raise the stakes mid-game.
Backgammon is a two-player game played on a board with 24 narrow triangles called points, grouped into four quadrants (each player's home board and outer board). Each player has 15 checkers of their own color. The two players move their checkers in opposite directions around the board, racing to bring all of theirs into their own home board and then bear them off. The first player to bear off all 15 checkers wins the game.
A backgammon board with 24 points (and a central bar dividing the board).
30 checkers total (15 per player).
Two dice per player (or one shared pair) plus a dice cup.
An optional doubling cube marked 2, 4, 8, 16, 32, 64 (used to raise the stakes).
Each player sets up the same mirrored arrangement (counting points from your own home board):
2 checkers on your 24-point (farthest from home),
5 checkers on your 13-point,
3 checkers on your 8-point,
5 checkers on your 6-point.
Roll two dice. The two numbers are separate moves — you do NOT add them together. You may move one checker by the first die and another by the second, or move a single checker by both dice in sequence (the intermediate point must be open).
Doubles: if you roll the same number on both dice, you play that number four times (e.g. double 5s = four moves of 5).
A checker may move to any point that is open, occupied by your own checkers, or occupied by exactly one opposing checker (a blot).
You must use both dice if legally possible (and all four on doubles). If only one number can be played, play it; if neither can, you forfeit the turn.
A point with a single opposing checker is a blot. If you move onto a blot, you hit it: the opponent's checker goes to the bar in the center.
A player with a checker on the bar must re-enter it into the opponent's home board (on a point matching a die roll) before making any other move. If they cannot enter, they forfeit the turn.
Once all 15 of your checkers are in your home board (your 1- through 6-points), you may bear off: remove a checker from the point matching each die rolled. If you roll a number higher than your highest occupied point, you may bear off from the next-highest point. The first player to bear off all 15 checkers wins the game.
The winner scores points based on how decisive the win is:
Single game = 1 point (the loser has borne off at least one checker).
Gammon = 2 points (the loser has borne off no checkers).
Backgammon = 3 points (the loser has borne off no checkers and still has a checker on the bar or in the winner's home board).
Before rolling, a player who feels ahead may offer to double the stakes (turning the cube to 2). The opponent must either accept (taking ownership of the cube, so only they may double next) or decline and forfeit the current stake (losing the current cube value, usually 1 point). Subsequent redoubles go 2 -> 4 -> 8 and so on. The final game value (single/gammon/backgammon) is multiplied by the doubling-cube value.
Competitive backgammon is usually played as a match to a fixed number of points (commonly 5, 7, 9, 11). Game values accumulate until one player reaches the target. The Crawford rule states that when a player first reaches one point short of the match, the next single game is played without the doubling cube; after that one game, doubling resumes.
Single game: first to bear off all 15 checkers wins (1/2/3 points x cube).
Match: first to reach the agreed point total wins the match.
Ties: a backgammon game cannot end in a tie — exactly one player bears off first.
Record the winner's Total Points = game value (1/2/3) x final cube value. The loser scores 0 for the game. A declined double ends the game immediately for the current cube value (game value 1). No draws are possible.
win_value is a diagnostic count (1/2/3 = single/gammon/backgammon) and intentionally does NOT sum to total_points: total_points multiplies win_value by the doubling-cube value, so they are not additive. The win_type and final_cube_value knobs are match params on this variant's ruleset; record total_points as the authoritative score.