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How to play backgammon

Two players race their 15 checkers around the board and off it. You move by rolling two dice. The first player to take all 15 checkers off wins. Along the way you can hit your opponent's lone checkers and send them back to the start.

Illustration: two hands at a café table, one moving a white checker on a tavla board, a glass of tea beside it.

1. The goal and the setup

Each player starts with 2 checkers on their 24-point, 5 on the 13-point, 3 on the 8-point and 5 on the 6-point. You move from your 24-point towards your 1-point; your opponent moves the other way round. See the full setup guide for diagrams.

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White (bottom) moves along the arrow, towards the home board bottom right.

2. Who starts

Each player rolls one die. The higher number goes first and plays both of those numbers as their first move. If the dice are equal, roll again. So in backgammon the very first move is never a double. After that, players take turns rolling both dice.

3. Moving the checkers

  • Each die is a separate move. With a 5 and a 2 you can move one checker 5 and another 2, or one checker 7 (it stops on the point in between, which must be open).
  • A checker can land on any point that is empty, has your own checkers, or has just one opposing checker. A point with two or more opposing checkers is closed.
  • Doubles are played four times. A roll of 4-4 gives you four moves of 4.
  • You must use both dice if you can. If only one die can be played, play it; if either could be played but not both, you must play the larger one. If nothing can be played, your turn is over.

4. Hitting and entering from the bar

A single checker alone on a point is called a blot. If your checker lands on your opponent's blot, it is hit and goes to the bar in the middle of the board.

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White rolls 6-2. The 6 moves a back checker 24/18 and hits red's lone checker, which goes to the bar.

A player with a checker on the bar must bring it back in before moving anything else. It enters in the opponent's home board: a 1 enters on your 24-point, a 6 on your 19-point. You can only enter on an open point.

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White rolls 5-3. The 20-point (entered with a 5) is closed, so the 3 enters on the 22-point; then the 5 can move any checker.

If none of your numbers can enter, you lose the whole turn. When all six points of a home board are closed, the player on the bar cannot move at all until a point opens.

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A closed board: white's checker on the bar cannot enter with any roll.

5. Bearing off

Once all 15 of your checkers are in your home board, you can start taking them off. A die takes off a checker from the matching point: a 4 from the 4-point. If the matching point is empty, you must move a checker from a higher point. If there is no checker on a higher point, the die takes off your highest checker. You can also move inside your home board instead of bearing off.

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White rolls 6-4. No checker is on the 6-point, so the 6 takes off the highest checker (on the 5-point); the 4 then takes off the checker on the 3-point.

If one of your checkers is hit during the bear-off, it must come back home before you take off any more. More on this in bearing off.

6. Winning and scoring

  • Single game (1 point): the loser has taken off at least one checker.
  • Gammon (2 points): the loser has taken off none.
  • Backgammon (3 points): the loser has taken off none and still has a checker on the bar or in the winner's home board.
White is off; red has not taken off a single checker. That is a gammon, worth 2 points.

Games can be played one at a time or as a match to a set number of points (for example first to 5). With the optional doubling cube the stakes can double during a game. In a match, once a player is one point from winning, the next game is played without the cube (the Crawford rule). See the doubling cube and win types.

There are no draws in backgammon: someone always bears off first.

Turkish tavla: what changes

RuleBackgammonTavla (Turkish style)
First moveHigher roller plays the two opening diceHigher roller rolls both dice again, so a double is possible
Later gamesOpening roll every gameThe winner of the last game starts
Gammon2 pointsMars: 2 points
Backgammon3 pointsNo triple win: still 2
Doubling cubeOptionalNot used
MatchOften 1, 3, 5 or 7 points, Crawford ruleUsually first to 5 points, no Crawford rule

Setup, movement, hitting and bearing off are the same. More in Tavla: Turkish rules.

Questions people ask

Do I have to use both dice?

Yes, whenever you legally can. If only one number can be played, play it; if either could be played but not both, play the larger.

Can I move a checker past a closed point?

Yes, as long as each point where it touches down is open. With a 6-1, a checker can jump over closed points if the point 6 away (or 1 away, then 6 more) is open.

What happens if I roll a double?

You play that number four times. 3-3 means four moves of 3, with one checker or several.

Can backgammon end in a draw?

No. The game ends the moment one player has borne off all 15 checkers.

By TavlArena. Updated: