Bet on Gammon · Public BetaFree-to-play · Virtual points only

    Learn · Lesson 2 of 6

    Backgammon Dice and Doubles: Legal Moves Explained

    Each die is a separate forward move with a legal landing. Use both dice if any legal sequence permits both. If only one specific die can be used, use it; if either can be used individually but not both, use the higher. Doubles give four separate moves of the same number, played as fully as possible.

    By Bet On Gammon Editorial ·

    The opening roll is different

    Each player rolls one die to start the game. Equal numbers mean both players reroll; no one begins with four moves from a tied opening roll. With unlike numbers, the higher roller starts and uses both the higher and lower numbers already on the table.

    After the opening, each player rolls two dice on their turn. Count from the next point: a checker on 13 moves to 12 with a 1. You can distribute different dice among different checkers or use both on one checker.

    1. 13
    2. 8 · die 5
    3. 6 · die 2
    One checker may use a 5 and a 2 to travel seven pips, provided both the 8-point and 6-point are legal landings. Each die has its own stop.

    The destination is not the only point that matters

    Empty points, your own points and a single opposing checker are legal destinations. Two or more opposing checkers make a blocked point. A checker can pass over a blocked point within one die’s move, but cannot land on it between the two dice.

    Position excerpt · Your point numbers

    Both intermediate points blockedSelected points only, not consecutive triangles. Your checker is on 13; opposing made points on 11 and 7 block both routes to 5 with 6–2. Point 5 is empty. All other checkers are omitted. Light checkers are yours; dark checkers belong to the opponent. Omitted checkers are not shown.1311975Move toward lower numbers →
    Selected points only, not consecutive triangles. Your checker is on 13; opposing made points on 11 and 7 block both routes to 5 with 6–2. Point 5 is empty. All other checkers are omitted. This is an excerpt; omitted checkers are not shown.

    If the intermediate point contains an opposing blot, landing there hits it, even if the same checker then continues with the other die. The hit is not undone by leaving the point.

    Maximum use, higher die and four doubles

    Look for a complete sequence before declaring a die unplayable. The question is whether any legal ordering and distribution uses both dice—not whether your first preferred move leaves a use for the other die.

    You may not pass voluntarily when a legal move exists. If no entry or move is legal, the turn ends without a checker move. Tournament handling of dice, clocks and disputes is covered separately in the tournament rules summary.

    Common mistakes

    • Adding both dice and checking only the final destination.
    • Rerolling both dice after winning the opening roll, or treating an opening tie as doubles.
    • Playing the higher die first even when the lower-first order is needed to use both.
    • Taking only two moves on doubles when three or four are legally possible.

    Reader questions

    Must I use the higher die first?
    No. You choose a legal order that uses the required dice. The higher-die rule decides which die to use only when either is individually playable but no sequence uses both.
    Can doubles all move the same checker?
    Yes, if every one of the four separate landings is legal. You may also divide the moves among several checkers.
    Can I skip a move to avoid leaving a blot?
    Not if that forfeits a die that can legally be used. Safety may guide your choice among legal maximum-use sequences, not permission to ignore a die.

    Sources and further learning

    Original Bet On Gammon explanations, worked examples and illustrations. Further reading and rule references are listed below.

    Beginner’s Guide to Backgammon brings the full game together. Use the rules reference for a compact check, or return to the learning order.