No.355
Backgammon: A Single-Game Introduction
Japanese name: バックギャモン(一局体験版)
You can scroll an enlarged diagram from side to side. Press again to return to its original size.
Diagram key
- A
- Black: 24→13→12→1
- B
- White: 1→12→13→24
- C
- Home boards: Black 1–6; White 19–24
- D
- The middle strip is the bar.
- E
- Numbers are shown from Black’s perspective.
Materials
- A 24-point backgammon board and 15 checkers in each of two colours
- 2 dice
How to play
- Set up as shown. Each player rolls one die. The higher roller starts using both of those numbers. Reroll ties. Afterwards, alternate rolling both dice.
- Move in your arrow’s direction, treating each die as a separate move. Use the same checker or different ones. Doubles provide four moves of that number. Every intermediate landing point must also be legal.
- You cannot land on a point occupied by two or more opposing checkers. Landing on a lone opposing checker sends it to the central bar. Any number of your own checkers may share a point.
- Use both dice if possible, or as many double moves as possible. If only one die can be used, use it; if either could be used but not both, use the higher. If neither can be used, pass.
- Checkers on your bar must all re-enter first. Using the diagram’s numbers, black enters on 25 minus the die result; white enters on the die result. Until all re-enter, no other checker moves. Use any remaining legal dice afterwards.
- With all fifteen in your home board, bear off using the exact distance to the exit. A larger result may remove the furthest checker only if none is at that distance or farther. After a hit, stop bearing off until the checker returns home. First to bear off fifteen wins.
Ways to adapt
Older primary: check with an adult. Secondary students and adults: explore the order in which to use the dice.