Backgammon
Two dice, fifteen checkers, one race home — and a lone checker of theirs is yours to send back.
How to play
- You play the pale checkers. They travel from the top right, leftwards along the top row, round the left end and rightwards along the bottom row into your home at the bottom right. Your opponent’s travel the other way.
- One die each decides who starts — whoever rolls higher goes first, playing both dice as the first move; a tie is rolled again.
- Roll, then make one move for each die: a four and a two is one checker moved four and another moved two, or one checker moved four and then two. Doubles are played four times.
- Tap a ringed checker to lift it — if only one can move, it is already lifted for you. A marker appears on each point it can reach, showing the die it uses. Tap a marker to move there. To bear off, tap the checker, then the tray on the right.
- You may land on any point that is empty, yours, or holds exactly one enemy checker. Two or more of theirs shut you out.
- Landing on a single enemy checker sends it to the bar, and it has to come back in through your home board, at the bottom right, before they may move anything else.
- Once all fifteen of your checkers are in your home board — the bottom right quarter — you start bearing them off. First to bear all fifteen off wins.
- The “Pips to go” count is how far each side still has to travel, in points — a checker on the bar counts as twenty-five.
What it trains
- Trains judging risk in real numbers — every blot you leave can be hit by a countable share of the thirty-six rolls, and one chance in six is a very different gamble from one in three
- A complete game in one sitting, and the dice give a beginner a real chance in any single game
- One of the oldest board games still played
Play Backgammon free online against a computer opponent at three strengths, in full screen, with no download and no sign-up. Fifteen checkers each on a board of twenty-four points, and two dice that say how far you may move but never which checkers to move — that choice is the whole game. Land two on a point and it is shut to your opponent; leave one alone and it can be hit and sent to the bar to make the whole journey again. Get all fifteen into your home board and you can begin bearing them off, and the first side to bear all fifteen off wins. The easy-going opponent leaves lone checkers for you to hit; the sharp one counts the shots it is leaving you.
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