Back to index
Overview
Backgammon icon BG

Backgammon

2 players · 5-30 min per session

Bear off all 15 of your checkers before your opponent. In this build the round ends as soon as one side removes the last checker, so every mode is a single-game race rather than a scored match.

Players: 2P Session length: 5-30 min
Board GameStrategyTwo Player

Goal & Core Rules

Bear off all 15 of your checkers before your opponent. In this build the round ends as soon as one side removes the last checker, so every mode is a single-game race rather than a scored match.

  • The game opens with one die from each side: the higher roll moves first and uses those two numbers as the opening turn; tied opening rolls are re-rolled until someone wins the start.
  • Each regular turn uses two dice, and doubles expand into four moves. The move engine follows standard backgammon priority by keeping only legal sequences that spend the most dice, and if only one of two different dice can be played, it forces the higher die.
  • Landing on a point occupied by exactly one opposing checker hits that blot to the bar. Points occupied by two or more opposing checkers are closed and cannot be entered or landed on.
  • If you have any checker on the bar, you must re-enter from the bar before moving any other checker. Re-entry is blocked whenever the destination point for that die is closed.
  • Bearing off is legal only when all 15 of your checkers are in your home board. This implementation also supports the standard overshoot rule: a higher die may bear off the farthest checker only when no checker remains farther away.
  • Current implementation vs. common tournament backgammon: the checker movement rules are standard, but there is no doubling cube, no take/pass decision, no match score target, and no Crawford or Jacoby layer.
  • Current implementation vs. common money play: clubs often count gammons as 2 points and backgammons as 3, especially when cube action is live. Here every win ends the round equally; there are no bonus payouts for gammons or backgammons.

Current implementation: single-game race

This build includes the standard movement layer of backgammon: opening roll, doubles-as-four, bar re-entry, overshoot bearing off, die locking for ambiguous destinations, Undo Turn, VS AI Easy/Normal/Hard, local Two Player, and Computer vs Computer. The winner is simply the first side to bear off all 15 checkers.

Common tournament match play

Tournament backgammon keeps the same board movement but adds the doubling cube and a target score, so players must judge when to double, take, pass, push gammons, or protect match equity in Crawford-style situations. That scoring layer is intentionally absent here.

Common money play / chouette conventions

Money play often treats single wins, gammons, and backgammons as different payouts and can add Jacoby, beavers, or chouette-side agreements. This build strips that economy away and concentrates on the board race itself.

Controls

Mouse

  • At the start of your turn, swipe upward across the dice tray or drag to roll; AI and Computer vs Computer turns roll automatically.
  • Click a die chip to lock one number first when you want to preview only the legal starts that use that die.
  • Click a checker source, or the bar if you have a checker there, then click a destination point. When bearing off is legal, the off tray becomes a valid destination.
  • Click the same source again or click empty space to clear selection. Undo Turn resets the current roll before the turn is finalized.
  • Use the top menu for new game modes, restart, help, and returning to the hub.

Keyboard

  • There are currently no dedicated keyboard shortcuts.

Touch

  • Swipe upward across the dice tray or drag it to roll at the start of your turn; AI-controlled turns roll automatically.
  • Tap a die chip to lock one number and narrow the highlighted legal starts.
  • Tap a checker source, or the bar if needed, then tap a destination point or the off tray to complete the move.
  • Tap the same source again or tap empty space to cancel selection. Undo Turn rewinds the current roll before the turn ends.
  • Use the top menu for new modes, restart, help, and returning to the hub.

Beginner Tips

  • Do not plan from the board first if you have a checker on the bar; re-entry comes before everything else.
  • A loose blot is only worth the risk when the follow-up is strong. If you hit, try to do it while also making a point or improving your home board.
  • During bear-off, count exact distances. The overshoot rule helps, but only if no checker remains farther from home.

Advanced Tips

  • Consecutive made points, a prime, are often stronger than a flashy hit because they limit the opponent's entire future roll range.
  • Remember the higher-die priority on partial turns. Good players shape positions so the forced higher die still works in their favor.
  • Because this build has no cube, the punishment for small equity swings is lower than in money play; efficient movement, blot safety, and clean bear-off technique matter more than cube psychology.
  • Use Undo Turn as an analysis tool: compare alternative move orders from the same roll before you commit to a race plan.

Origins & History

Modern Backgammon itself is not a Bronze Age game by name: Wikipedia traces it to 17th-century England, where it emerged from the older tables game Irish, while the wider tables family reaches back through Persian nard and the Byzantine/Roman game tabula. Wikipedia also notes the earliest specific reference to “Baggammon” in 1635 and the first known written rules in the 1670s. The doubling cube arrived much later in 1920s New York and helped create modern match and money-play strategy. More recently, NBC News and TODAY have highlighted a fresh club revival, with younger players rediscovering backgammon as an in-person social game rather than a relic of the 1970s.

Timeline

  1. 1635 James Howell recorded one of the earliest known references to the game under the name “Baggammon.”
  2. 1672 Francis Willughby wrote the first known rules of Back Gammon; Charles Cotton followed with another early rule treatment in 1674.
  3. 1850 By the mid-19th century, the rule structure had shifted into the modern form with bar play and the familiar gammon/backgammon scoring language.
  4. 1920 The doubling cube was introduced in New York club play, adding the risk-management layer that defines modern match and money backgammon.
  5. 1964 Prince Alexis Obolensky organized a major international tournament and helped spark the modern backgammon boom.
  6. 2025 NBC News covered a new U.S. club revival driven by younger in-person players and social connection.

FAQ

Does this build use the doubling cube or match score?

No. This page and the playable build describe a straight single-game race. You do not double, take, pass, or play to a match length, so cube strategy and Crawford situations are outside this implementation.

Are gammons and backgammons scored here?

No bonus scoring is applied. In tournament or money backgammon, a gammon usually counts double and a backgammon triple, often interacting with the cube. Here any win simply ends the round.

How is this different from common tournament backgammon?

The checker movement rules are familiar: opening roll, doubles as four moves, hitting blots, bar re-entry, and bearing off. Tournament play adds score management, cube decisions, match equity, Crawford games, and take/pass judgment; this implementation focuses only on the board-play layer.

What if one destination can be reached by more than one die?

If multiple legal first moves land on the same point, click the die chip first to lock the number you want to spend. The engine also enforces standard priorities such as maximizing dice usage and preferring the higher die when only one of two different dice can be played.

Which modes are implemented?

You can play VS AI Easy, Normal, or Hard, local Two Player on one device, or Computer vs Computer. The interface also shows pip counts, bar/off counts, a short move ledger, and an Undo Turn button for the current roll.

Related Games