Play Backgammon with a friend

ReadyYou
RedMoves first
BlueMoves second
RedMoves first
RedMoves first
Black
XMoves first
OMoves second
YellowMoves second
BlackMoves second
White
BlackMoves first
WhiteMoves second
WhiteOpening roll decides
BlackOpening roll decides
BlackMoves first2
WhiteMoves second2
RedMoves first
BlueMoves second
SouthMoves first
NorthMoves second

Enemy waters

Your fleet

A little nudge

Backgammon

Race your fifteen checkers around the familiar 24-point board, hit exposed opposing checkers and bring every checker home. Share an invitation to play online with a friend, take turns on one device, or play the computer at Beginner or Advanced level.

How does a turn work?

The opening roll gives each side one die. The higher roll starts, using both numbers; ties roll again. Later turns use two dice, and doubles give four moves of the same number. Each die is a separate move, including when one checker uses both.

Use both dice whenever a legal sequence allows it. If either die can be used but not both, use the higher one. Use as many moves of a double as possible. If no move is possible, pass the turn.

What are hits and the bar?

A point with two or more opposing checkers is blocked. Landing on one opposing checker hits it onto the bar. Checkers on the bar must re-enter into the opponent’s home board before any other checker moves.

When can I bear off?

Once all your remaining checkers are in your home board, remove them using the matching dice. A larger die may remove a checker from your highest occupied point when no checker remains farther from the finish. The first player to bear off all fifteen wins.

How is the score kept?

A normal win scores 1 point. A gammon scores 2 if the opponent has borne off no checkers. A backgammon scores 3 if they have borne off none and still have a checker on the bar or in your home board. Resigning gives the opponent 1 point. This version has no doubling cube or fixed-length matches.

Can I change my move or continue later?

Adjust your checker moves before confirming the turn; submitted turns cannot be undone. Dice are saved before they are shown, so refreshing does not give a new roll. Progress is saved in this browser, not in an account. Online return also needs valid room credentials and both players to reconnect. After a result, both friends can choose Play again to continue in the same room with the cumulative score.

How to play

  1. Each side has fifteen checkers on a 24-point board. Move toward your home board, then bear off all fifteen to win.
  2. The opening roll gives one die to each side. The higher roll moves first using both dice; ties roll again. On later turns, roll two dice. Doubles give four moves of the same number.
  3. Use both dice if any legal sequence allows it. If either can be used but not both, use the higher one. Use as many moves of a double as possible. Pass only when no move is possible.
  4. A point occupied by two or more opposing checkers is blocked. Land on a single opposing checker to hit it onto the bar. Enter all your bar checkers before moving any others.
  5. Select a checker and a legal destination. Each die is a separate move, and every intermediate destination must be open. You can adjust your moves before confirming the turn; submitted turns cannot be undone.
  6. Bear off only with all your remaining checkers in your home board. Use the matching die, or a larger die for your highest occupied point if no checker remains farther away.
  7. A normal win scores 1; a gammon scores 2 when the opponent has borne off none; a backgammon scores 3 when they have borne off none and still have a checker on the bar or in your home board. No doubling cube or fixed-length match is used.
  8. Resign asks for confirmation and gives your opponent 1 point. Play again keeps the score; online, both friends accept the next round. Sides switch by default, and each round has its own opening roll.
  9. Online friends, same-device turns and Beginner or Advanced computer play are available. Dice and progress are saved in this browser. Refreshing does not reroll saved dice; clearing browser data or changing browsers can lose progress. Online recovery needs both players to reconnect.

Returning to a game

Progress is saved in this browser. For an online game, use the room link in the same browser; both players need to reconnect. Changing browsers, clearing browser data or an expired room can prevent a return. There is no cloud backup of your game.