Backgammon for Beginners: Set Up the Board and Play Your First Game

Backgammon is a two-player race in which each side moves fifteen checkers around twenty-four points, brings them into its home board, and bears them off. Dice determine movement, but blocked points and vulnerable single checkers create decisions on every turn. Start with an ordinary non-wagering game and leave the doubling cube aside until the movement rules feel familiar.

Numbered backgammon board with standard starting checker positions and dark home at lower right
Original Wondelique illustration. Schematic, not a product photograph.

Name the board areas first The narrow triangles are points, not separate squares. Each player has a home board containing their points 1 through 6, an outer board, and a bar separating the two halves. Players travel in opposite directions. A point called your 24-point is your opponent’s 1-point, so numbers always need a player’s perspective.

Place the board so one player’s home board is at the lower right for the diagrams in this guide. That player moves from the upper right across the top, down to the lower left, then along the bottom toward the lower right. The opponent travels in the reverse direction. Other physical orientations are valid if setup and movement remain consistent.

Set up all fifteen checkers From your own perspective, put two checkers on your 24-point, five on your 13-point, three on your 8-point and five on your 6-point. Your opponent uses the same distribution from their opposite perspective. Count the checkers before starting: two plus five plus three plus five equals fifteen.

Check the arrangement against a numbered setup diagram rather than memorizing colors or left and right alone. Board colors do not determine which player owns a point. The checkers currently occupying it do. Keep the bearing-off trays separate from the bar so captured and finished checkers cannot be confused.

Start with one die each Each player rolls one die. The higher roll starts, using those two numbers for the opening move; tied opening rolls are repeated. On subsequent turns the active player rolls two dice. Roll clearly into the agreed playing area and wait for both dice to settle before moving checkers.

A roll of 3 and 5 provides a three-point move and a five-point move. You may move two checkers or move one checker in two separate stages. Each stage must end on a legal point. You cannot simply leap eight points over an illegal intermediate landing and treat the dice as one combined number.

Recognize open and blocked points You may land on an empty point, a point holding your own checkers, or a point with exactly one opposing checker. A point containing two or more opposing checkers is blocked. There is no general limit of five checkers on your own point; a tall stack may be awkward, but it is not automatically illegal.

A single opposing checker is called a blot. Landing on it hits it and sends it to the bar. A point with two of your checkers is therefore safer from being hit than a point with one. Leaving a blot can still be a reasonable choice, but beginners should notice the exposure before moving.

Use as much of the roll as legally possible You must use both numbers when a legal sequence permits it. If only one number can be played, play that number. If either number could be played individually but both cannot be used, the higher number must be used. Try both orders before deciding that a die is unusable.

Doubles are played four times: a roll of 4-4 gives four moves of four, subject to legal landing points. Play as many of those moves as possible. Do not use a convenient die and discard another merely because using it would expose a checker you prefer to keep safe.

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Backgammon direction schematic from own point 24 toward home points 6 through 1
Original Wondelique illustration. Schematic, not a product photograph.

Re-enter from the bar before moving elsewhere If you have a checker on the bar, it must re-enter before you move other checkers. Re-entry is into the opponent’s home board, using the die number to determine the corresponding entry point. From your numbering, a 1 enters on your 24-point, a 2 on your 23-point, and so on.

The entry point must be open. If neither die permits entry, you cannot move that turn. If you enter using one die and have no more checkers on the bar, use the remaining die legally if possible. Several checkers on the bar may require several entry moves before normal travel resumes.

Bring every checker home before bearing off You can begin bearing off only when all fifteen of your checkers are in your home board. A die can remove a checker from its matching point: a 3 can bear off from the 3-point. You may also make legal moves within the home board instead of bearing off when the roll permits.

For an oversized die, you may remove a checker from your highest occupied point only when no checker remains on a higher point. For example, if your highest occupied point is the 4-point, a 6 can bear one checker off from there. If a checker is hit during the bear-off stage, bring it back into your home board before resuming removal.

The first player to bear off all fifteen wins. For initial lessons, record a single game win and reset. Gammons, backgammons, match scoring and doubling add another layer; learn them from the federation guide once ordinary movement is comfortable.

Practice without rushing the dice Try a short lesson with only a few checkers in each home board to rehearse bearing off. Then set up a position with an opposing blot and a blocked point to practice legal moves. Explain your intended route aloud before touching the checker. This makes intermediate-point mistakes easy to catch.

During a full friendly game, pause after each roll to consider the whole sequence. Keep the dice in place until the move is agreed. If an error is noticed, follow the rules your group adopted rather than secretly adjusting the board. For formal play, use the current tournament rules.

Questions beginners ask Can I move backward? No. Each side follows its own fixed direction around the board.

Do I have to hit a blot? Not automatically. You must make legal use of the dice, but hitting is not a compulsory capture rule like checkers.

Is the doubling cube another die? No. It records game value in formats that use doubling. It is not rolled, and it is unnecessary for a first non-wagering lesson.

Sources and further reading

USBGF: backgammon basics

USBGF: beginner guide

USBGF: beginner video lessons

Useful supplies

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Amazon search: backgammon board set

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