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Play Backgammon Online Free

The ancient race of dice, points and blocking. vs computer, pass-and-play: 2 players, 10–40 min.

2 players10–40 minMediumvs computer, pass-and-play

Backgammon is a race with teeth: two players roll dice to ferry fifteen checkers home, but blocked points, hits and the bar turn every roll into a tactical puzzle. This free browser edition enforces the complete movement rules - must-use-both-dice, bar entry, legal bearing off - with highlighted destinations, undo within a turn and a three-level computer opponent.

What Backgammon Actually Is

Backgammon is one of the oldest known board games - its ancestors were raced across boards in the Middle East thousands of years ago, and the rules people play today were largely settled in seventeenth-century England. The layout never changes: 24 narrow points, fifteen checkers per side, two dice, and a centre bar that collects hit checkers.

It is a race, not a battle of attrition. Each side moves all of its checkers in the opposite direction around the track and then lifts them off the board entirely. What makes it a game rather than a coin toss is blocking: land two or more of your checkers on a point and your opponent cannot touch it, leaving them to awkward detours or stranded blots. Every roll forces the question of whether to run, block or hit.

Playing on This Page

You play Gold against a Cream opponent, either the computer (Easy, Medium or Hard) or a second person sharing the screen. Gold always rolls first in this edition, moves from point 24 down to point 1 and bears off from points 1–6; Cream goes the other way, bearing off from 19–24.

  • Press Roll Dice - the tray shows your two dice plus chips for each move still to play; used chips dim.
  • Click a checker's point (or the bar) to select it. Every legal destination glows gold and is marked with the die value the move spends.
  • Click a destination to move. Undo reverses moves within the current turn, so you can test both dice orders.
  • When no legal move exists the turn passes automatically, and the engine only offers moves that keep the forced-move rules true.

The status bar tracks both players' pip counts - the total distance left to travel - plus checkers borne off, and a scrolling log records rolls, hits and bear-offs.

The Movement Rules, Including the Fiddly Ones

Most backgammon disputes come from four rules, so here they are stated plainly, exactly as this edition enforces them.

  • Points and blocking: a point holding two or more enemy checkers is closed - you may never land there. Any number of your own checkers may stack on a point.
  • Blots and hits: a lone checker is a blot. Landing on it sends it to the centre bar, where it is worth 25 pips of lost progress.
  • Entering from the bar: if you have checkers on the bar, nothing else may move until they re-enter in the opponent's home board - Gold enters on points 24 down to 19, Cream on 1 to 6. A blocked entry point kills that die.
  • Bearing off: only allowed once all fifteen of your checkers are inside your home board and none remain on the bar. A die equal to a point number lifts that checker off exactly; if the die is larger than your furthest checker's point, the furthest checker may come off; otherwise you must move within the home board.
  • Doubles give four moves of that value, and you must play both dice if possible - if only one can be played, the larger must be used.

The engine computes these constraints for every roll, which is why some clicks are rejected: they would leave a die unusable that the rules require you to play.

Winning, Gammons and What's Left Out

The first side to bear off all fifteen checkers wins. If the loser has borne off none, the win is a gammon; if they also still hold a checker on the bar or inside the winner's home board, it is a backgammon - the game announces both at the finish.

Honest notes on scope: there is no doubling cube, so games are played for a single win with no stakes escalation, no Crawford rule and no match play to a target score. If you are learning the movement game, that is the right omission; the cube only starts to matter once both players know the positions.

Strategy: Anchors, Blots and the Running Game

Backgammon strategy is mostly probability with a plan attached. Four principles cover most club-level decisions.

  • Make home points early. Every point you own in your home board is a wall the opponent must clear after being hit - and a strong home board is what makes hitting profitable for you.
  • Keep anchors. Two checkers on a point deep in the opponent's home board give you a safe landing if you are hit, and they block the escape routes. The advanced anchor on the opponent's 5-point - point 20 when you play Gold - is the most valuable square footage in the game.
  • Count shots before leaving blots. A checker within six pips of an enemy is a direct shot - 16 of 36 rolls reach distance 6 (any roll containing a 6, plus the combinations that add up to it), while distance 1 is covered by only 11 of 36. Short exposures are safer than they feel; long ones are worse.
  • Read the pip count and commit. Ahead in the race? Break contact, run and bear off from the highest point first when safe. Behind? Slow down, hold anchors and wait for shots. Half-running, half-blocking positions lose both games.

The pip counter in the status bar exists precisely so you can make that call with numbers instead of vibes.

Common Mistakes

The classic beginner leak is forgetting that bar checkers freeze the whole army - players click a back checker and wonder why nothing happens until the entering die is played. The second is leaving blots while bearing off, gifting a hit exactly when the opponent's home board is strongest.

Two quieter habits cost games too: playing the dice in an order that strands one of them (the undo button exists so you can compare both orders before committing), and ignoring the pip count - chasing hits when a pure race is already won, or racing when every roll invites a shot. When ahead in pips, the correct plan is usually the boring one.

Backgammon information

Key facts about Backgammon
Game familyRace games with blocking (the tables family)
OriginAncient Middle East; modern rules settled in 17th-century England, the doubling cube arrived in the 1920s
Players2 (vs Computer or pass-and-play)
Age range10+
Typical duration5–20 minutes per game here (single games, no cube)
Skills trainedDice probability, blocking plans, risk assessment
Setup on this pagePress Roll Dice - Gold (you) moves first

Backgammon FAQ

Quick answers about playing Backgammon online for free.

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