Introduction: Understanding Backgammon
Backgammon is one of the oldest board games in the world, dating back approximately 5,000 years. It’s a two-player game that combines elements of strategy and luck, making it accessible to beginners while offering deep tactical possibilities for experienced players. The objective is simple: move all your checkers around the board and bear them off before your opponent does the same. This cheatsheet provides a comprehensive reference for setup, rules, strategies, and terminology to help players of all levels enjoy this classic game.
Game Setup
The Board
The backgammon board consists of 24 narrow triangles called “points” arranged in four quadrants of six points each:
- Home Board (or Inner Board): Your final quadrant where you bear off pieces
- Outer Board: The quadrant opposite your home board
- Bar: The ridge dividing the board in half
- Points: Numbered 1-24, with point 1 being in your opponent’s home board
Initial Position
Black Setup:
- 2 checkers on point 24 (opponent’s 1)
- 5 checkers on point 13 (opponent’s 12)
- 3 checkers on point 8 (opponent’s 17)
- 5 checkers on point 6 (opponent’s 19)
White Setup:
- 2 checkers on point 1 (opponent’s 24)
- 5 checkers on point 12 (opponent’s 13)
- 3 checkers on point 17 (opponent’s 8)
- 5 checkers on point 19 (opponent’s 6)
Equipment
- Board: 24 points alternating in color
- Checkers: 15 checkers per player (traditionally black and white)
- Dice: 2 six-sided dice
- Doubling Cube: A special die with the numbers 2, 4, 8, 16, 32, and 64
- Dice Cups: Used for rolling dice to prevent manipulation
Basic Rules
Movement Mechanics
- Players take turns rolling two dice and moving their checkers
- Checkers always move from higher-numbered points to lower-numbered points
- The numbers on the dice represent two separate moves
- A player may move two different checkers or the same checker twice
- Both dice must be used if possible; if only one can be played, it must be the higher value
- If no legal move is possible, the player forfeits their turn
Direction of Movement
- Black moves counterclockwise from point 24 to point 1
- White moves clockwise from point 1 to point 24
Basic Movement Example
If a player rolls 5 and 3:
- Move one checker 5 spaces and another checker 3 spaces
- OR move one checker 5 spaces, then 3 spaces
- The moves can be made in any order (5 then 3, or 3 then 5)
Doubles
- When a player rolls doubles (same number on both dice), they play each number twice
- Example: Rolling double 6 allows four moves of 6 spaces each
- All four moves must be played if possible
Special Rules
Hitting and Entering
- Hit: When a lone checker (or “blot”) is landed on by an opponent’s checker, it is “hit” and placed on the bar
- Entering: Checkers on the bar must re-enter the game through the opponent’s home board
- A checker enters on the point corresponding to the die roll
- The point must be open (not occupied by 2+ opponent checkers)
- Players cannot move other checkers until all their checkers are off the bar
Bearing Off
- Once all 15 of a player’s checkers are in their home board, they can begin “bearing off”
- To bear off, a player rolls the dice and removes checkers from points corresponding to the dice values
- If there are no checkers on the point corresponding to a die roll, the player must:
- Make a legal move with a checker from a higher point, or
- If no checkers exist on higher points, remove a checker from the highest point where checkers remain
- A player must bear off all 15 checkers to win the game
Scoring and Match Play
Game Scoring
| Outcome | Points |
|---|---|
| Regular Win (opponent has borne off at least one checker) | 1 point |
| Gammon (opponent has not borne off any checkers) | 2 points |
| Backgammon (opponent has not borne off any checkers AND still has checkers in winner’s home board or on the bar) | 3 points |
The Doubling Cube
- The doubling cube starts at 1 and is placed in the middle of the bar
- During their turn (before rolling), a player may propose doubling the stakes by offering the cube
- The opponent must either accept the double or concede the game at the current stake
- If accepted, the opponent takes possession of the cube, which is turned to show the new stake (2)
- Only the player holding the doubling cube may offer the next double
- There is no limit to the number of doubles in a game (2, 4, 8, 16, 32, 64…)
Automatic Doubles
In some variations:
- If both players roll the same number on their opening roll, the stakes are doubled automatically
- The doubling cube is turned to 2, but remains in the middle (either player may offer the next double)
- Consecutive doubles may occur if subsequent opening rolls are tied
Match Play
- Matches are played to a predetermined number of points
- The first player to reach the target score wins the match
- The Crawford Rule: When one player reaches a score one point short of winning, the doubling cube cannot be used for the next game
- The Post-Crawford Rule: After the Crawford game, the doubling cube is available again
Strategy Basics
Opening Moves
| Roll | Recommended Move |
|---|---|
| 6-1 | 24/18, 13/12 |
| 6-2 | 24/18, 13/11 |
| 6-3 | 24/18, 13/10 |
| 6-4 | 24/18, 13/9 |
| 6-5 | 24/18, 13/8 |
| 5-1 | 13/8, 13/12 |
| 5-2 | 13/8, 13/11 |
| 5-3 | 13/8, 13/10 |
| 5-4 | 13/8, 13/9 |
| 4-1 | 24/20, 13/12 |
| 4-2 | 24/20, 13/11 |
| 4-3 | 24/20, 13/10 |
| 3-1 | 24/21, 13/12 |
| 3-2 | 24/21, 13/11 |
| 2-1 | 24/22, 13/12 |
Key Strategic Concepts
Positioning and Movement
- Making Points: Placing two or more checkers on a point to control it
- Building a Prime: Creating a connected barrier of 6 points to block opponent movement
- Anchors: Establishing points in your opponent’s home board for safety
- Slotting: Intentionally leaving a blot to potentially make a point on the next roll
- Diversification: Distributing checkers to maximize options on future rolls
Risk Management
- Blot Avoidance: Minimizing exposed single checkers
- Safe vs. Aggressive Play: Balancing safety with forward progress
- Probability Assessment: Understanding the odds of specific rolls
Common Backgammon Variants
Standard Variations
- Nackgammon: Alternative starting position with more interaction
- Hyper-backgammon: Each player starts with only 3 checkers
- Dutch Backgammon: Both players move in the same direction
- Tabula: Ancient Roman predecessor with slightly different rules
Modern Variations
- Acey-Deucey: Special rules apply when rolling 1-2
- Russian Backgammon: All checkers start off the board
- Chouette: Multi-player version where one player faces a team
Common Mistakes to Avoid
- Neglecting the Doubling Cube: Failing to double when advantageous
- Overextending: Creating too many blots while trying to advance quickly
- Point Building Errors: Making points that don’t effectively block the opponent
- Poor Endgame Strategy: Inefficient bearing off technique
- Inflexible Strategy: Not adapting to the current board position
- Playing Too Defensively: Missing opportunities to gain advantage
- Playing Too Aggressively: Taking unnecessary risks
Backgammon Etiquette
- Roll the dice properly using a dice cup
- Announce your moves clearly
- Wait for your opponent to complete their move before rolling
- Don’t distract your opponent during their turn
- Accept the result of a legal die roll
- Handle disputes politely and refer to rules when necessary
- Offer handshakes at beginning and end of matches
Backgammon Terminology
| Term | Definition |
|---|---|
| Ace | A die roll of 1 |
| Anchor | A point occupied by two or more of your checkers in your opponent’s home board |
| Back Game | A defensive strategy where you hold multiple anchors in your opponent’s home board |
| Bar | The divider between the two halves of the board |
| Bar Point | Point 7 for Black or point 18 for White |
| Bearer | A checker in position to be borne off |
| Blot | A single checker on a point |
| Blocking Game | Strategy focused on creating a prime to obstruct opponent movement |
| Builder | A checker positioned to potentially make a point |
| Contact | A position where opposing checkers can still hit each other |
| Crawford Game | The first game after one player reaches one point short of winning the match |
| Crossover | Moving checkers from the outer board to the home board |
| Dance | Failing to enter a checker from the bar after being hit |
| Double | To offer the doubling cube, increasing the stakes |
| Gammon | Winning before the opponent bears off any checkers (worth 2 points) |
| Hit | To land on a blot, sending the opponent’s checker to the bar |
| Pip | A single point on the board or a unit of distance |
| Pip Count | The total number of points needed to bear off all checkers |
| Prime | Six consecutive points occupied by your checkers |
| Race | A position where players are no longer able to hit each other |
| Running Game | An aggressive strategy focused on bearing off quickly |
| Take/Drop | To accept or decline a double |
Resources for Further Learning
Books
- “Backgammon” by Paul Magriel
- “Backgammon Boot Camp” by Walter Trice
- “Advanced Backgammon” by Bill Robertie
- “Backgammon for Winners” by Bill Robertie
Online Resources
Apps and Programs
- GNU Backgammon (free, powerful analysis engine)
- XG Mobile (mobile analysis tool)
- Backgammon NJ (online play)
- Backgammon Galaxy (online play and learning)
Practice Tools
- Position databases
- Computer opponents of adjustable strength
- Match analysis software
- Probability calculators
