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Checker movement and rules

Review how to use the dice, hit, enter from the bar, and bear off at any time.

Backgammon reference

Dice and bearing off

Open it only when you need to check something.

Move record and board coordinates

Standard human-readable notation

Move record and coordinates Standard point notation 24/18 13/11
Code for storage and integration SGF FF[4] GM[6] W[31hefe]

Count from 24 down to 1 in your direction of play, using bar and off.

Visual reference

Equipment catalog

Checkers, dice, and the doubling cube create the race and its strategic tension.

4 main types

Board equipment

15 checkers per side
White checkers White's 15 checkers. Bear them all off first.
Black checkers Black's 15 checkers. They move in the opposite direction from the opponent.
Dice Use each of the two rolled values.
Doubling cube Doubles the game value to 2, 4, 8, and beyond.

Dice

Move by the dice values Use the two dice on different checkers or combine them on the same checker.

Points

Two or more checkers block a point An opponent cannot enter a point occupied by at least two of your checkers.

Hit

Capture a lone checker Land on an opposing blot to send it to the bar.

Bar

No other checker can move until it re-enters A checker that was hit re-enters from the opponent's home board.

Bear off

Move every checker off the board After bringing all your checkers into your home board, move them off the board.
Move using the dice Two or more checkers block a point A lone checker can be hit Re-enter checkers from the bar first Bear off every checker to win

Using the dice

  • You may use the two dice in either order. Doubles give four moves.
  • When legal moves exist, use as many dice values as possible.

Hitting and bearing off

  • Landing on a point with one opposing checker sends that checker to the bar.
  • Bring all your checkers into your home board, then bear them off.
Backgammon

Learning

CMS managed tracks
Learning Rules

Move, hit, bear off, cube

Learn the 24-point progression, the bar, bearing off, and the doubling cube.

2Modules 9Items
Backgammon Basics Beginner / 4min

Roll two dice, move your 15 checkers, hinder your opponent, and bear off all your checkers first.

  • Article Bear Off All Your Checkers First
  • Move sequence Advance only by the dice roll
  • Move sequence Bear Off All Your Checkers
  • Multiple choice Hit a single opposing checker
  • Move sequence Make a Point with Two or More Checkers
Practical tutorial Beginner / 7min

Learn game plans and cube decisions for race, prime, blitz, and similar positions.

  • Article Choose the Right Game Plan and Cube Action for the Position
  • Article Use five game plans as needed
  • Article Measure the race gap with pip count
  • Article The Basics of the Doubling Cube
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Backgammon

Backgammon Basics

Beginner
Practice the basic controls right here

Choose a step in the inline tutorial below to review the flow.

Moving checkers and winning

Open it only when you need to check something.

Next step

Choose after the tutorial

Once you are comfortable moving pieces, review anything that was unclear or practice your decisions with a short problem.