Backgammon

Full-rules Backgammon β€” dice, hitting, the bar, and bearing off β€” against an adjustable-difficulty computer opponent or pass-and-play with a friend.

Copied

Last updated

Turn White Pips W 0 Pips B 0
White off: 0/15
Black off: 0/15

About this game

Goal: race all 15 of your checkers around the board into your home board and bear them all off before your opponent does. White moves from point 24 toward point 1; Black moves from point 1 toward point 24 β€” each player's home board is the opposite far corner from where their back checkers start. Roll the dice (doubles play as four moves of that number instead of two), then click one of your checkers to see every point it can legally reach highlighted, and click a highlighted point to play that move β€” one click per die.

Hitting: landing on a point with exactly one opposing checker (a blot) sends it to the bar; a point with two or more opposing checkers is blocked and can't be landed on. A checker on the bar must re-enter in the opponent's home board before that player can make any other move β€” if no entry is legal with the current roll, the whole turn is forfeited. Bearing off only becomes available once all 15 of your checkers are in your home board; a die exactly matching a checker's distance from the edge bears it off directly, and a die larger than needed can still bear off a checker as long as no checker of yours sits farther back in the home board β€” click the "off" tray on your side to complete the move.

The computer opponent weighs each candidate move by hit chances, blot exposure, safety (landing on your own checkers to make a point), and progress, with three difficulty levels from mostly-random to a much sharper positional sense. Undo steps back one checker move at a time (not past a completed turn once the dice have been re-rolled). Your current game is saved on this device; nothing is ever uploaded anywhere.