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How to Play Backgammon

A complete guide: the goal, rolling the dice, moving checkers, the bar and bearing off, controls on muta.pro and tips for beginners. Read it — and straight to the board.

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In Brief

Goal
Bear off all checkers first
Players
2
Game
10–20 min
Difficulty
Medium
Luck
Yes — dice

Goal of the Game

Backgammon is a race between two players on a board of 24 points. Each has 15 checkers that move toward the opponent — each toward its own home (the last quarter of the board). Once all your checkers are gathered in the home, you begin bearing them off. Whoever removes all 15 checkers first wins. The roll of the dice sets the options, but the outcome is decided by calculation and the skill of building a position.

Setup

The board is divided by the central bar into two halves, each into two quadrants of 6 points. The checkers are set up in the standard starting position: the main groups on the far points and blockades closer to the center. Light and dark checkers move in opposite directions. Before the start, each player sees their own set of 15 checkers, the tray for bearing off, and the doubling cube.

Course of Play

Rolling the dice

On your turn you roll two dice. The numbers that come up are two separate moves: you can move one checker twice or two different checkers once each.

Moving checkers

A checker advances forward by as many points as the number shown on the die. You may move only toward your own home, jumping over points occupied by your opponent.

Doubles

If the same number comes up on both dice, that is a double — it gives four moves instead of two. For example, double fours is four moves of four points each.

Occupied points

A point holding two or more of the opponent's checkers is closed — you cannot land on it. Several closed points in a row form a blockade that is hard to pass through.

The bar and re-entry

A lone opponent's checker on a point can be hit — it goes to the bar. While a checker is on the bar, the player must first bring it back into play and only then move the others.

Bearing off

Once all 15 checkers are gathered in the home, start bearing them off according to the numbers on the dice. Whoever removes all their checkers from the board first wins the game.

How It Looks: Moves Explained

A few typical situations on the board. Your checkers are light, the opponent's are dark. The dashed outline shows the point the move is heading to.

1
2
3
4
5
6
Two numbers — two moves. You rolled 4 and 2: lead one checker +2 (to point 3), the other +4 (to point 5). Or move one checker all the way to 6.
7
8
9
10
11
12
A blockade. Three points in a row (7–9) are held by pairs of dark checkers — you cannot land on them. Your blot on 11 cannot get through the wall.
bar
4
5
6
Hit to the bar. A lone dark checker was hit — it goes to the bar. While it is there, the opponent must first bring it back into play.
1
2
3
12/15
Bearing off. All 15 checkers are in the home — they are borne off by the numbers on the dice. Whoever bears off all 15 first wins the game.

Scoring and Winning

The game is won as soon as one of the players has borne off all 15 checkers. In match play, points are awarded for each win, and the doubling cube lets you raise the stakes: the opponent either accepts the double and continues playing for a higher value, or declines and concedes the current point. The match runs to a pre-agreed number of points.

Controls on muta.pro

🎲
Roll the dice
Press "Roll the dice" — the dice spin and show the numbers that come up, by which the checkers move.
👆
Selecting a point
Tap a point on the board — it highlights, and you see how many checkers are on it and whose they are.
Double
The "Double" button raises the stakes of the game through the doubling cube until you offer it to the opponent.
End turn
Once the moves are made, press "End" — the turn passes to the opponent. On the right you can see the move log and the chat.

Tips for Beginners

Build blockades

Two or more closed points in a row make it harder for the opponent to bring checkers through. The longer the blockade, the stronger the pressure.

Don't leave blots

A lone checker on a point is vulnerable — it can be hit to the bar. Cover important points with pairs.

Use your doubles

A double gives four moves — a chance to quickly seize key points or break ahead in the race.

Count the race

If you are ahead in the number of points travelled — simplify the position and run. If behind — play for holding and hitting.

Bearing Off Without Losses

Even a won race is often lost during the bear-off because of wastage — when the number on the die is greater than the farthest checker needs, and the "excess" pips burn away for nothing. The goal of a clean bear-off is to spend every roll so that no pip is wasted and no empty points form in your home.

The main technique is to fill the gaps. If an inner point is empty while surplus checkers sit on the far ones, don't bear off from the near point with a larger number — instead slide the far ones down, closing the holes. Then any future big roll will surely bear a checker off rather than burn out.

6
5
4
3
2
1
●●
●●

Points 5 and 3 are empty (highlighted): you rolled 5-3 — don't bear off, fill the gaps with 6→5 and 4→3 so that big rolls later won't burn out.

Even out the distribution

Try to keep roughly equal numbers of checkers on all six points. An even home board bears off faster and with almost no wastage.

Don't pile up on the six point

A thick stack on the 6 point is a source of wastage: small numbers don't touch it. Unload it in advance, before the bear-off even begins.

Count crossovers

A crossover is a checker moving from one quadrant to the next. Fewer crossovers to the home — the sooner you start bearing off. It's a rough but quick estimate of the race.

Dice Math: Direct and Combined

Two dice give 36 equally likely combinations. Understanding how often the distance you need comes up matters more than intuition: it tells you where it is safer to place a blot and which point you can realistically close next turn.

A direct number (1–6) can be covered with a single die. A combined one (7–12) requires the sum of two dice and is therefore rarer and more easily blocked by a blockade. Leaving a blot at a combined distance from the enemy is almost always safer than at a direct one.

1
2
3
4
5
6
11
12
13
14
15
17

Number of hits out of 36 by distance: for 1 — 11 rolls, for 6 — 17 (the maximum for direct numbers), for 7 — also 6, and falling off after that. A blot right up close (17) is more dangerous than a blot across half the board.

Six is the most dangerous number

A distance of 6 is hit by 17 rolls out of 36 — nearly half. When moving a checker out of harm's way, remember: taking it "six forward" often doesn't save it.

Doubles — a quarter of all rolls

A double comes up on average once in six. When planning a wall, allow for the opponent suddenly getting four moves and jumping over an incomplete prime.

Count the shots before your move

Before leaving a blot, estimate the number of hitting combinations. 6 out of 36 is tolerable, 17 out of 36 — you'll almost certainly get hit.

Run or Hold: Choosing a Plan

Every move is a choice between two plans: the race (running straight for home) and positional play (holding an anchor and hunting for a hit). A mistake in choosing the plan is costlier than any single bad move: you either run when you should hold, or cling to contact in a position already lost on pips.

The guideline is simple. If you lead noticeably on pips — break contact and run, leaving no blots. If you are behind — don't run: hold your anchor in the opponent's home and build a wall, because without a hit the deficit can't be made up.

20
●●
opp. home

Anchor: your pair on the opponent's 20 point (highlighted). While it stands, the opponent can't safely bear off nearby — hold it when behind and don't run.

Count the difference, not the absolute

What matters is not your pip count in itself, but the gap with the opponent and your own score. A small gap in a long race decides nothing yet.

Don't drop the anchor for a couple of pips

While behind, the anchor in the enemy's home is your only source of hits. Leave it too early and you're left with neither the race nor the contact.

When ahead — simplify

In a won race, avoid unnecessary contact and blots. Every hit you leave gives the opponent back a chance they no longer had on the score.

The Endgame Under Contact

The most galling category of losses is bearing off with the opponent's anchor still alive in your home. Here you can't bear off "greedily": a wrong move exposes a point, the opponent hits your checker, and it travels across the whole board to the bar — a nearly lost game out of a won one.

The rule is simple: while an enemy anchor sits nearby, bear off in a way that leaves no blots under the gun. Often it is better not to bear a checker off at all, but to "load" it deeper into the home, keeping all points closed.

6
5
4
3
2
1
●●
●●
●●
●●
●●

You rolled 3: the 3 point has a single checker (highlighted). Bear it off and the point opens and the opponent's anchor hits. Better to slide the checker from the 6 point to the 3, keeping the home closed.

Check the worst roll

Before ending your turn, estimate which number the opponent would punish you with hardest. Often there is an equivalent move that removes that risk.

Symmetry beats speed

Under contact, an even, fully closed home is worth more than a couple of borne-off checkers. One hit in the endgame costs more than two or three moves saved.

Squeeze a closed board

If the opponent's anchor is already on the bar and your home is closed across all six points, they sit with no moves. Bear off unhurriedly, opening up last of all.

Frequently Asked Questions

Who moves first?
The first move is decided by a roll of the dice. After that, players alternate turns one by one, rolling two dice each time.
What do I do if my checker is hit to the bar?
While you have a checker on the bar, you cannot move any others. First re-enter it into play with a roll of the dice, and only then continue your turn.bar
What is the doubling cube for?
The cube raises the stakes of the game. If you are confident in your position, offer a double; the opponent either accepts and plays for more, or resigns the current point.
Can I play against a bot?
Yes. Create a room and wait for an opponent by code, or add a bot to practice on your own.
What is the pip count and how do I count it quickly?
The pip count is the total number of pips all 15 of your checkers still have to travel before bearing off. For each checker you take the number of its point relative to your direction and add them up. Whoever has the lower count is ahead in the race. In the starting position both players have exactly 167 pips.
When is it worth doubling the stakes with the cube?
Double at the peak of your advantage, not when the game is already won. Good moments: you have a closed home board with the opponent's checker on the bar, you are steadily leading the race by roughly 10% or more, or you have just hit the opponent and seized the initiative. If you wait too long, the opponent will simply resign and you will miss the chance to play for two points.
Should I accept a double if I am behind?
Usually yes, if the deficit is moderate. A guideline for a pure race is to take while you are losing by roughly 10–12% of the pips. Having an anchor in the opponent's home board almost always makes taking justified, since you still have a chance to hit. Pass only with a big gap and no contact, or when there is a real threat of a gammon.
What is an anchor and why do I need it?
An anchor is your pair of checkers standing on a point in the opponent's home board. As long as you have an anchor you cannot be shut out, and any of the opponent's blots nearby can be hit. It is your main insurance when you are behind. An advanced anchor on the opponent's 20 point is more valuable than a deep one on the 22 or 24 point.
Should you always hit a lone opponent's checker?
No. It is worth hitting when the hit wins tempo and does not leave your checker under heavy return fire. Before hitting, estimate how many of the 36 rolls hit you back: one or two numbers — the risk is acceptable, more than half the combinations — it is often better to hold off. Hitting is especially profitable when your home board is already half closed.
What is a back game and when should you use it?
A back game is a strategy for being far behind, in which you hold two anchors in the opponent's home board and wait for a late hit, when they start bearing off and are forced to leave a blot. The main difficulty is timing: if your other checkers run forward too early, by the moment of the hit you will have nothing left to build a wall and trap the hit checker.
Ready for a game?
Create a room, invite a friend by code, or play against a bot.

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