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The dice classic for two as a match to points: bring your checkers home and bear them off, hit your opponent's single checkers – with the doubling cube and the Crawford rule.
- ๐ฅ 2
- โฑ ≈ 35 min
- no account needed
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How it works
๐ฏ Goal: Bring all 15 checkers into your home board and bear them off before your opponent does. You play a match: whoever first reaches the set number of points wins.
๐ฒ Rolling and moving: At the start each player rolls one die, the higher one begins with that roll. After that you roll two dice and move a checker by each number – a double counts four times. You must use both dice if there is any way to do so; if only one can be played, the higher one. Tap a checker, then a marked target; "Undo" takes a step back, "Done" confirms.
๐ฅ Hitting and the bar: A point with two or more opposing checkers is blocked. A single checker is hit and goes to the bar. If you have checkers on the bar, you must bring them back in through your opponent's home board before any other checker moves.
๐ค Bearing off: Once all your checkers are in your home board, you bear them off with matching rolls. With a higher number you may only bear off your rearmost checker.
โ๏ธ Doubling cube: Before your own roll you may double (up to 64). If your opponent accepts, the game counts double and the cube is theirs – only they may redouble. If they decline, you win the game at its current value. Crawford rule: once a player is one point short, the next game is played without the cube.
๐ Winner: A won game counts 1 point, a gammon 2 (your opponent has not borne off a checker yet), a backgammon 3 (… and still has checkers on the bar or in your home board) – each times the cube. Resigning ends the whole match.
Settings & scoring
โ Settings: The host picks the match length: 1, 3, 5 or 7 points. The two of you sit at a wooden table in the lobby. After the match either of you can offer a rematch – it starts as soon as the other accepts, and the colours swap.
๐ฑ Controls: You roll and double right on the board. The marker on a target shows which dice the move uses (“5”, “3” or “5+3”). Next to the names stand the match score and the pips still to go; the checkers of your opponent's last move stay marked until you move yourself. With the keyboard the arrow keys move over the points, Enter selects.
๐ก Good to know: With “Resign game” you offer to give up just the current game – as a single, a gammon or a backgammon; your opponent accepts or plays on. “Resign”, by contrast, ends the whole match. If you cannot double, the table rolls for you; if a roll allows no move, play moves on by itself.
All rules and settings
๐ฏ Goal: Bring all 15 checkers into your home board and bear them off before your opponent does. You play a match: whoever first reaches the set number of points wins.
๐ฒ Rolling and moving: At the start each player rolls one die, the higher one begins with that roll. After that you roll two dice and move a checker by each number – a double counts four times. You must use both dice if there is any way to do so; if only one can be played, the higher one. Tap a checker, then a marked target; "Undo" takes a step back, "Done" confirms.
๐ฅ Hitting and the bar: A point with two or more opposing checkers is blocked. A single checker is hit and goes to the bar. If you have checkers on the bar, you must bring them back in through your opponent's home board before any other checker moves.
๐ค Bearing off: Once all your checkers are in your home board, you bear them off with matching rolls. With a higher number you may only bear off your rearmost checker.
โ๏ธ Doubling cube: Before your own roll you may double (up to 64). If your opponent accepts, the game counts double and the cube is theirs – only they may redouble. If they decline, you win the game at its current value. Crawford rule: once a player is one point short, the next game is played without the cube.
๐ Winner: A won game counts 1 point, a gammon 2 (your opponent has not borne off a checker yet), a backgammon 3 (… and still has checkers on the bar or in your home board) – each times the cube. Resigning ends the whole match.
Settings & scoring
โ Settings: The host picks the match length: 1, 3, 5 or 7 points. The two of you sit at a wooden table in the lobby. After the match either of you can offer a rematch – it starts as soon as the other accepts, and the colours swap.
๐ฑ Controls: You roll and double right on the board. The marker on a target shows which dice the move uses (“5”, “3” or “5+3”). Next to the names stand the match score and the pips still to go; the checkers of your opponent's last move stay marked until you move yourself. With the keyboard the arrow keys move over the points, Enter selects.
๐ก Good to know: With “Resign game” you offer to give up just the current game – as a single, a gammon or a backgammon; your opponent accepts or plays on. “Resign”, by contrast, ends the whole match. If you cannot double, the table rolls for you; if a roll allows no move, play moves on by itself.