This guide aims to provide a thorough introduction to the game of backgammon, covering its essential components, setup, objectives, and various strategic elements.
Additionally, strategic tips are incorporated within some sections to enhance your gameplay.
Components
Backgammon is a two-player game. Each player uses 15 checkers and has access to two dice and a doubling cube. The board is divided into four quadrants: two outer boards and two home boards, each containing six points, making a total of 24 points. The vertical divider in the middle is called the bar, and the bear-off trays are located on the sides of the board.
Setup
As depicted in the image below, the Black player positions two checkers on the 24-point (the backmost checkers), five checkers on the 13-point (the midpoint), three checkers on the 8-point, and five checkers on the 6-point. The Orange player places their checkers in a mirrored fashion. Black moves counterclockwise, while Orange moves clockwise.
Direction of movement of Orange’s checkers. Black’s checkers move in the opposite direction.
Objective
The goal of backgammon is to move all your checkers into your home board and then bear them off. Bearing off can only commence once all your checkers are in your home board. The first player to bear off all their checkers wins the game.
Moving Checkers
The game begins with each player rolling a single die; this is known as the opening roll. If both players roll the same number, they must re-roll. The player with the higher roll can either combine the numbers on both dice to move one checker or move two checkers separately.
If a player rolls doubles (two identical numbers), they get to play the numbers twice. There is no restriction on the number of checkers that can occupy a single point.
Anchors & Primes
An anchor is formed when two or more checkers occupy the same point, preventing the opponent from landing on that point. Consecutive anchors create a prime. For example, in the image below, Black rolls 64 but cannot move any of the backmost checkers because Orange has created a 4-prime.
Blocking your opponent’s checkers by trapping them behind a prime can significantly impede their progress and provide you with a substantial advantage in the race.
Hitting Checkers
A single checker on a point is referred to as a blot, which can be hit if the opponent lands on it. For instance, Orange has a blot on Black’s 4-point and two blots on the outer board. Black can hit Orange’s blot on the 4-point with a 55 roll, simultaneously establishing a valuable anchor in their home board. When hit, a checker must be placed on the bar and re-entered into the opponent’s home board on the next roll.
Establishing multiple anchors in your home board makes it increasingly difficult for your opponent to re-enter from the bar.
When a checker is closer to home, being hit forces it to travel a longer distance, which can be strategically disadvantageous.
Pip Count
At the start of the game, both players have 167 pips. The pip count represents the total number of points required to bear off all checkers. The player with the lower pip count is ahead in the race. Monitoring the pip count is crucial for determining the optimal strategy—whether to play defensively or offensively.
If you are ahead in the race, focus on avoiding hits and efficiently bringing your checkers home.
If you are behind in the race, try to hit your opponent's checkers to disrupt their progress and gain an opportunity to catch up.
Doubling Cube
The doubling cube is used to raise the stakes of the game. If a player feels they have an advantage, they can offer the doubling cube. The opponent can either accept the double and continue playing for higher stakes or pass and concede the current game, awarding the offering player the current stake value. The value on the cube doubles with each subsequent offer and acceptance.
Bearing Off
Once a player has moved all their checkers to their home board, they can begin bearing off. This involves rolling dice and removing checkers from the board based on the rolled numbers. For example, if a player rolls a 3, they must have a checker on the 3-point or higher to bear it off.
Point System
Backgammon offers three ways to win:
- Single (1 point): When a player bears off all their checkers while the opponent has borne off 1 to 14 checkers.
- Gammon (2 points): When a player bears off all their checkers and the opponent has not borne off any checkers.
- Backgammon (3 points): When a player bears off all their checkers, and the opponent has not borne off any checkers and still has one or more checkers on the bar or in the winner’s home board.
By understanding and applying these fundamentals and strategies, you can enhance your backgammon skills and enjoy the game more thoroughly. Practice these techniques and strategies on the Nextgammon App, which offers opportunities to analyze your games and improve through AI-driven insights.