Backgammon

Bear off all fifteen of your checkers before your opponent does. Play the computer, or send a friend a link and play from two browsers.

0 : 0
Match to
Auto roll
Numbers
Hints

How to play

Bear off all fifteen of your checkers before the other side does. A game won is 1 point and a mars 2; the first to the points picked under Match to (1, 3, 5 or 7) wins the match.

The board

Each side has fifteen checkers, and your home is always the bottom right quarter of the board. You move from point 24 down to point 1, the other side the opposite way, and you start with two checkers on the 24, five on the 13, three on the 8 and five on the 6. Each side’s pips are how far its checkers still have to travel.

Your turn

To begin, each side rolls one die and the higher plays both (a tie rolls again). After that, roll two dice and move a checker the number on each, one checker or two; a double is played four times. You must play both dice if you can, or as many as you can, and if only one can be played it must be the higher one when that fits. With no move at all, the turn passes.

Hitting

A checker may land on any point the other side doesn’t hold with two or more. A lone checker of theirs where you land is hit and goes to the bar. A checker on the bar must come back in first, into the other side’s home: a 1 enters on point 24, a 6 on point 19. Until all of yours are back in, nothing else moves.

Bearing off

Once all fifteen of your checkers are home (points 6 to 1) and none is on the bar, you can bear them off: a die takes off a checker from the point of its number. A die higher than your farthest checker bears that one off. You may still move inside your home instead, and a checker hit now must come home again before you bear off more.

The match

A game won is 1 point; a mars, when the loser hasn’t borne off a single checker, is 2, and there is no doubling cube. Match to picks 1, 3, 5 or 7 points (3 to start); changed while a match is on, it is for the next match; with a friend, the one who sends the link picks it. Auto roll (on to start) rolls your dice as your turn comes, and a friend has their own. Numbers shows the points’ numbers.

Controls

Tap a checker (the top of a stack, or one on the bar) and a dot shows where it can land, fainter where it takes more than one die (Hints off hides the dots); tap one to move there, or the tray to bear off. With Auto roll off, tap Roll or the board to roll. Undo takes a move back, and Done ends your turn once the dice are played. The speaker beside the score (on to start) lets you hear the dice on every roll. With a keyboard, R or Space rolls, Enter is Done, Backspace is Undo and Esc lets go of the checker. Against the computer, the button beside the score pauses the match, and again plays on.

A match against the computer is kept in this browser and comes back paused, and this browser keeps your Auto roll and Sound choices. A friend’s match goes through a small server that rolls the dice and passes the moves, and forgets the match a day after the last move.

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