Backgammon rules: setup, hitting and bearing off

In backgammon each player has 15 checkers. The players move towards each other, and a lone checker can be hit. The first player to bear off all their checkers wins. A single game is worth 1 point, a gammon 2 and a backgammon 3. Every rule is below, with a diagram.

On this site the game is called short backgammon, to set it apart from long nardy.

The points on the diagrams are numbered from White's side. White moves from the 24-point to the 1-point, and White's home board is points 1 to 6. Black moves the other way, and Black's home board is points 19 to 24 (for Black these are also points 1 to 6, seen from the other side).

How to set up a backgammon board

Each player has 2 checkers on the 24-point, 5 on the 13-point, 3 on the 8-point and 5 on the 6-point. Black's setup mirrors White's. The checkers on the 24-point are the farthest from home; those on the 6-point are already in it. At the start both players have a pip count of 167, the total distance all their checkers must travel to bear off.

The backgammon starting position: each side has two checkers on the 24-point, five on the 13-point, three on the 8-point and five on the 6-point
The setup: 2, 5, 3 and 5 checkers. Both players start with a pip count of 167.

You don't need to memorise it: in a game against the computer the site sets up the board for you.

That makes 15 checkers per player and 30 on the board. What else is in a set, and how many pieces can share one point, is in how many pieces in backgammon.

Who goes first

Each player rolls one die. The higher number goes first and plays both numbers rolled, with no new roll. If the numbers are equal, both roll again. A tie on this roll comes up 6 times in 36, on average once every six games.

How the checkers move

Each die is a separate move. With 5-3 you can move one checker 5 and another 3, or one checker 8 if it can stop on the point in between. Checkers move forward only, towards your home board. If both dice can be played, you must play both. If only one can be played, you play the larger one. If neither can be played, the turn passes to your opponent.

Doubles are played four times: with 4-4 you have four moves of four.

What a closed point means

A point is closed when two or more opposing checkers stand on it. You cannot land on a closed point, but you can jump over it. You can always land on a point that holds your own checkers or none, however many are there.

A white checker on the 13-point cannot move 5 to the 8-point, where two black checkers stand
A closed point. Two black checkers stand on the 8-point, so the 5 cannot be played from the 13-point. The 2 goes to the 11-point.

How hitting works and what the bar is

A single opposing checker, a blot, does not close a point. If you land on it, it is hit: it comes off the board and goes on the bar, in the middle. In the move notation a hit is marked with an asterisk: 13/8*.

A white checker on the 13-point hits a lone black checker on the 8-point with a 5
A hit: 13/8*. The lone black checker on the 8-point comes off the board and goes on the bar.

The player who was hit must bring the checker back in first; while it is on the bar, no other checker may move. It enters in the opponent's home board: a die of N puts it on point 25 − N, so a 1 enters on the 24-point and a 6 on the 19-point. If that point is closed, the die cannot be used. If all six entry points are closed, the whole turn is lost.

A white checker on the bar with a roll of 3-1: the 22-point is closed, so it can only enter with the 1, on the 24-point
A checker on the bar. The 3 leads to the 22-point, which two black checkers close. The 1 enters, on the 24-point.

The more points are closed in your opponent's home board, the harder it is to come in. How many of the 36 rolls let a checker enter (counted by going through every roll):

Closed points in the opponent's home boardRolls that let the checker enter
036 of 36
135 of 36
232 of 36
327 of 36
420 of 36
511 of 36
60 of 36

Bearing off rules

You may bear off only when all 15 checkers are in your home board. If even one is still on its way, you cannot bear off. That includes a checker that was hit: until it is back home, bearing off waits.

  • A die bears off a checker from the point with the same number: a 4 from the 4-point.
  • If that point is empty but higher points hold checkers, you must move inside your home board with that die.
  • If that point and every higher point are empty, the die bears off your farthest checker.
  • Instead of bearing off, you may make an ordinary move inside your home board.
All 15 white checkers are home with a roll of 6-4: the 6 bears off from the 6-point and the 4 from the 4-point
Bearing off. Every checker is home, so White can bear off: the 6 takes a checker off the 6-point, the 4 off the 4-point.

An example. You have just two checkers, on the 3-point and the 2-point, and you roll 6-5. The 6 bears off the checker on the 3-point, the farthest one, and the 5 bears off the one on the 2-point.

Doubles, a checker hit during the bear-off and the odds of finishing in one roll are on the bearing off in backgammon page.

Backgammon scoring: who wins and how many points

The first player to bear off all 15 checkers wins.

ResultWhenPoints
Single gameThe loser has borne off at least one checker1
GammonThe loser has borne off no checkers2
BackgammonThe loser has borne off no checkers and still has one on the bar or in your home board3
White has one checker left on the 1-point; Black has borne off none and has no checkers in White's home board: a gammon
A gammon, 2 points. White bears off the last checker. Black has borne off none and has nothing in White's home board.
White has one checker left on the 1-point; Black has borne off none and has a checker on the 3-point in White's home board: a backgammon
A backgammon, 3 points. Black has borne off no checkers, and one of them stands in White's home board, on the 3-point.

More on scoring, with the cube, is on the gammon and backgammon page.

There are no draws in backgammon, just as in long nardy: whoever bears off every checker first wins.

How the doubling cube works

In backgammon the game is played for the number the cube shows. It starts in the middle, at 1. Before your roll you may double the stakes. Your opponent either takes: the cube moves to their side and shows 2, and later they may redouble. Or they pass: then you win 1 point at once. You cannot double after rolling, and you cannot double while the cube is on your opponent's side. The cube goes up to 64.

In matches the first game after a player gets within one point of winning is the Crawford game, played without the cube. Long nardy has no doubling cube at all. When to double and when to take, with the maths, is on the backgammon doubling cube page.

How backgammon differs from long nardy

In short backgammon the checkers are spread over the board, the players move towards each other, there is hitting, a bar and a cube, and a game can end in a backgammon worth 3. In long nardy every checker starts on the head, there is no hitting, and instead you may not build a block of six points in a row. A side-by-side summary is on the rules page.

If you are completely new, start with how to play long nardy: it walks through a first game move by move. The rules are easiest to learn by playing, since the board won't allow an illegal move. Start backgammon online with the button below.

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