About Free Printable Backgammon Rules
No. Any checker on the bar must enter first, before you make any other move. If you have two on the bar, both must enter before anything else moves, and if neither number gives an open point you forfeit the turn.
By the ToolFluency team · Updated October 2026
Want to play instead? Play Backgammon online, free in your browser. Backgammon is a two-player race game played on a board of 24 points with 15 checkers each, two dice and a doubling cube. You win by moving all 15 checkers into your home board and bearing them off first, and a single game takes anywhere from 5 minutes to an hour. The full printable rules sheet with board diagrams is on this page.
How to play Backgammon
- Set up 15 checkers each in the starting position: 2 on your 24-point, 5 on the 13-point, 3 on the 8-point and 5 on the 6-point. Players move in opposite directions, each toward their own 1-point. Put the doubling cube at the side, centred, with 64 facing up (a value of 1).
- Each player rolls one die. The higher roller goes first and plays both rolled numbers as the opening move. If the dice tie, both roll again.
- On your turn, roll both dice and move one checker by each number, or one checker by both. Move forward only, and land only on an open point: empty, your own, or holding a single opposing checker. Doubles are played four times.
- You must use both dice if you legally can. If you can play either number but not both, you must play the higher one. Any number you cannot play is lost.
- Land on a lone opposing checker (a blot) to hit it and send it to the bar. A player with a checker on the bar must enter it into the opponent's home board before making any other move, and loses the turn if the matching points are blocked.
- Once all 15 of your checkers are in your home board, start bearing off: a roll of 4 removes a checker from your 4-point. A roll higher than your highest occupied point bears off from that highest point. If you are hit while bearing off, bring that checker home before you bear off again.
- Before your roll you may offer to double the stakes. Your opponent either refuses and loses at the current value, or accepts, plays on at double, and now owns the cube for the next redouble.
- The first player to bear off all 15 checkers wins. A normal win scores the cube value, a gammon (loser has borne off none) scores double, and a backgammon (loser still has a checker on the bar or in the winner's home board) scores triple.
Backgammon scoring
| Result | Value | When it happens |
| Single game | 1 x cube value | The loser has borne off at least one checker |
| Gammon | 2 x cube value | The loser has borne off no checkers |
| Backgammon | 3 x cube value | The loser still has a checker on the bar or in the winner's home board |
| Refused double | Current cube value | You decline a double and concede at the pre-double value |
Examples
Strategy tips
- Use an opening 3-1 to make your 5-point (8/5, 6/5). It is one of the strongest points on the board because it blocks your opponent and is hard for them to escape past.
- Build points in a row in front of your opponent's back checkers. Six consecutive blocked points is a full prime and nothing can pass it.
- Leave blots where your opponent needs an awkward number to hit them. A blot 7 or more pips away can only be hit by a combination roll, so it is far safer than one 6 pips away.
- Do not rush your two back checkers on the 24-point. Moving them early gives up an anchor, but leaving them too long risks getting trapped behind a prime.
- Count the race (total pips each side needs) before deciding whether to hit and fight or simply run home.
- When bearing off, spread your checkers across several points so that most rolls take a checker off.
Example: entering from the bar
Your checker is on the bar and you roll 5-3. White holds his 5-point with two checkers, so the 5 cannot enter there. The 3-point is open, so you enter on it with the 3, then play the 5 with any checker. If both the 3-point and 5-point had been blocked, you would lose the whole turn.
Frequently asked questions
Can I move my other checkers if one of mine is on the bar?
No. Any checker on the bar must enter first, before you make any other move. If you have two on the bar, both must enter before anything else moves, and if neither number gives an open point you forfeit the turn.
Do I have to use both numbers of my roll?
Yes, whenever it is legally possible. If only one number can be played, you play that one. If you could play either number but not both, you must play the higher number, and anything you cannot play is forfeited.
What happens if I roll a number higher than any of my checkers when bearing off?
You bear off a checker from your highest occupied point. For example, with your 5- and 6-points empty, a 6 bears off from the 4-point. But if you roll a 4 with the 4-point empty and checkers still on the 5- or 6-point, you must move a checker instead of bearing off.
How does the doubling cube work?
Before rolling, you may offer to double the stakes. Your opponent either refuses and loses at the current value, or accepts and plays on at double. The player who accepted owns the cube, so only they can offer the next redouble. The faces run 2, 4, 8, 16, 32 and 64.
What is the Crawford rule?
In match play to N points, the first time a player reaches N - 1 points the cube cannot be used for the next game only, called the Crawford game. After that game, doubling resumes as normal. It stops the trailing player from doubling for free every game.
What is the Jacoby rule?
It is an optional rule for money play. Under it, gammons and backgammons only count as a single game unless the cube has been offered and accepted during that game. It encourages players to double rather than play on for a gammon.
What happens if a checker gets hit while I am bearing off?
It goes to the bar like any other hit checker. You must enter it in your opponent's home board and bring it all the way back to your home board before you can bear off any more checkers.
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