Coach
White167
Black167
A pip is one step of one die. The side with fewer pips left is ahead in the race.
Opponent
Computer strength
You play White; the computer plays Black.
Learning aids
Not sure what to do? Press Hint for a suggested play and the reason for it. New to the game? Read Learn backgammon.
Score this visit
White: wins (points)0 (0)
Black: wins (points)0 (0)
Moves
Rules in brief and keyboard
- Move all 15 of your checkers round the board into your home board (points 1 to 6), then bear them off. First to bear off all 15 wins.
- Roll two dice and move by each number, with one checker or two. A double is played four times.
- You cannot land on a point with two or more opposing checkers. A lone checker (a blot) is hit and sent to the bar; it must come back in before you move anything else.
- You must play as many dice as you can; if only one can be played, you must play the larger.
- Keyboard: Tab to the board, then arrow keys move between checkers you can play and where they can go; Enter selects or moves, Escape cancels. R rolls, D finishes, U undoes, H hints.