Academy

Official Backgammon Rulebook & Guide

The objective of Backgammon is to move all 15 of your checkers into your own Home Board and then "bear them off" (remove them from the board). The first player to bear off all 15 checkers wins the game!

The Objective

The objective of Backgammon is to move all 15 of your checkers into your own Home Board and then "bear them off" (remove them from the board). The first player to bear off all 15 checkers wins the game!

The Board & Checker Movement

24 Points • Central Bar • Opposing Movement Directions

Visual diagram of the 24 points, central Bar, Home boards, and checker movement directions for both players:
Player 1 (Light / Gold): Counter-Clockwise from 24 ➔ Home (1-6) ➔ Bear Off
Player 2 (Dark / Cyan): Clockwise from 1 ➔ Home (19-24) ➔ Bear Off
Interactive Board Academy

Standard Starting Layout

The 15-Checker Setup

P2 Out (13-18)◄ P2 BEAR OFF (19-24)
13141516171819202122232412111098765432164MIDDLEP1 (Gold) ◄ 24 → 13P1 (Gold) ► Home (1-6)P2 (Cyan) ◄ 1 → 12P2 (Cyan) ► Home (19-24)
P1 Out (7-12)P1 HOME (1-6) ►

Strategic Insight & Master Lesson

Both players begin with 15 checkers positioned on key anchor points: two on point 24, five on point 13, three on point 8, and five on point 6.

Grandmaster Takeaway: Notice the symmetrical balance. Your back checkers on 24 face the longest journey, while your checkers on 6 and 8 are poised to build a safe home board.

Step-by-Step Gameplay Rules

Rolling the Dice

Each turn, you roll two dice. The rolled numbers represent two separate moves.

Moving Checkers

You can move one checker by one die number and another checker by the other die number, or move a single checker by the sum of both dice (if intermediate points are open).

Blocked Points

A point is blocked if 2 or more opponent checkers occupy it. You cannot land on a blocked point.

Doubles (4 Moves!)

Rolling matching numbers (e.g. 5-5) grants four moves instead of two (e.g. four moves of 5).

Hitting a Blot

A single checker alone on a point is a "blot". If an opponent lands on it, it is sent to the central Bar.

Re-entering from the Bar

Checkers on the Bar must re-enter into the opponent's home board before any other checker can move.

Bearing Off

Once all 15 checkers are in your Home Board, roll dice to remove them. First to bear off all 15 wins!

How Match Points are Calculated

Single Win (Normal Win)1 Point

Occurs when the winner bears off all 15 checkers, and the opponent has already borne off at least one checker.

1 pt × Doubling Cube
Gammon (Double Loss)2 Points

Occurs when the winner bears off all 15 checkers before the loser has borne off ANY checkers (0 checkers borne off).

2 pts × Doubling Cube
Backgammon (Triple Loss)3 Points

Occurs when the winner bears off all 15 checkers, the loser has borne off NO checkers, AND the loser still has at least one checker on the Bar or inside the winner's Home Board.

3 pts × Doubling Cube

Points Multiplier Matrix

Standard tournament moves for non-double opening rolls

Dice RollRecommended MoveStrategic Purpose
3-18/5, 6/5The strongest opening move. Makes the critical 5-point in your Home Board (Golden Point).
4-28/4, 6/4Makes your 4-point in the Home Board, building immediate prime defense.
5-38/3, 6/3Makes the 3-point in your Home Board.
6-113/7, 8/7Makes the Bar-point (7-point), creating a strong blocking anchor.
6-524/13 (Lover’s Leap)Safely escapes a back runner all the way to your midpoint.
4-324/20, 13/10 or 13/9, 24/21Flexible split of the back checkers or moving out into the outer board.
6-424/14 or 8/2, 6/2Run a back checker to the 14-point or make the 2-point in your Home Board.