Backgammon
Race fifteen checkers home, hit blots, build points and decide when the doubling cube is worth the risk. Full match scoring stays local to this browser.
Precise move listTap board points for normal play
Stats & recent matcheslocal only
Strategy & position reviewoptional
Pip count shows the race. Made points, blots and the bar show contact risk. Hints use only the public board and dice.
You may offer a double only before rolling, while the cube is centered or owned by you, and not during the Crawford game.
How to play & match rulescube, Crawford, gammons
If both dice can be played, both must be used. If only one of two different dice can be played, the higher die is required when possible. Doubles give four moves.
A blot is a single exposed checker. Hit it and it goes to the bar; bar checkers must return before any other checker can move.
A legal double is offered before the roll. Taking doubles the game value and gives the receiver cube ownership; passing concedes the current cube value.
If the loser has borne off none, the win is a gammon. If the loser is also on the bar or in the winner’s home board, it is a backgammon worth 3×.
When a player first reaches one point from the target, the next game is the Crawford game and the cube is unavailable. It returns after that one game if the match continues.
Board, dice, cube, score, clock, Clean/Assisted state and Undo/Redo history stay in this browser and reopen paused.