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Feral Worlds: Tabletop Games · Board Games · Classic rules

Backgammon

Race them home. Hit what you can.

Feral Worlds

Setup

  • Players: two. Our practice table is you against one bot.
  • Checkers: fifteen each: two on your 24 point, five on your 13, three on your 8, and five on your 6.
  • Direction: you move from your 24 point round to your 1 point. The other player moves the opposite way.
  • First move: each player rolls one die. The higher die goes first, playing both numbers.

How to play

  1. 1Roll two dice. Move one checker for each number, or one checker for both. A double plays four times.
  2. 2Land on open points. You can land on an empty point, your own point, or a point with one of theirs. Two or more of theirs block it.
  3. 3Hit a blot. Land on a lone checker and it goes to the bar. It has to come back in from the start before anything else of theirs moves.
  4. 4Use both dice. Play both numbers if you can. If only one can be played, play the larger. If neither can, your turn is lost.
  5. 5Bear off. Once all fifteen are home, a die takes a checker off its matching point. A bigger die takes one off your farthest-back point.

Winning

Bring all fifteen checkers into your home board (your 1 to 6 points), then bear them off. The first player to bear off all fifteen wins.

Scoring

How the game endsClassic
You bear off all 15 firstYou win
Gammon: they haven’t borne off anyYou win
Backgammon: none off, and one still on the bar or in your homeYou win
Doubling cubeNot used

Our Classic rules: single games with no gammons and no doubling cube. The pip count (how far your checkers still have to travel) tells you who is ahead in the race.

Key terms

Point:
One of the 24 triangles. Two or more of your checkers on one make it your point, and the other player can’t land there.
Blot:
A checker on its own. It can be hit.
Hit:
Land on a blot. The checker goes to the bar and starts again.
Bar:
The strip down the middle. Hit checkers wait there and must come back in before anything else moves.
Home board:
Your 1 to 6 points. All fifteen have to be here before you bear off.
Bear off:
Take a checker off the board from your home board.
Pip count:
How far all your checkers still have to travel. Lower is ahead in the race.
Prime:
Several points in a row, blocking the other player’s checkers.
Anchor:
A point you hold in the other player’s home board.
Dance:
Fail to bring a checker in from the bar, and lose your turn.
Gammon:
Winning before the other player has borne off any checkers. Worth double as a house rule; not counted in Classic.
Doubling cube:
A die marked 2 to 64 that raises the stakes. A house rule; not used in Classic.