The rules of backgammon are easiest to misunderstand at the moments when a move feels unfair: a forced play exposes a checker, a high roll cannot bear off the checker you wanted, or a blocked entry costs your turn. Those are often normal rules doing their job. The examples below explain twelve recurring disputes using standard gameplay, with separate notes for match play.
All point numbers below are from the moving player’s perspective unless stated otherwise. A position example describes the checkers relevant to that rule; it is not necessarily a complete fifteen-checker position. If you are learning from scratch, use the beginner guide for the full board setup and first game, then return here when a particular move needs checking.
1. Rolling again after you win the opening roll
At the start of each game, each player rolls one die. Reroll a tie. The player with the higher number makes the first move using the two numbers already showing. Two fresh dice are rolled only on the next player’s turn. This opening procedure happens again for each new game of a match.
Example: you roll 5 and your opponent rolls 2. You start with 5–2, not a new roll. From the standard setup, 13/8 and 13/11 is legal: move one checker five points and a second checker two. The notation gives start/end points from your perspective; it does not mean moving thirteen spaces.
Keep the opening dice visible until that move is complete. This prevents an easy first-game argument and lets both players check which numbers are being used.
2. Treating a 6–3 as one unrestricted nine-point jump
The dice give separate moves. One checker may use both, but it must land legally after the first die as well as after the second. You may choose which die to use first. An open final destination alone does not make the move legal if both possible intermediate points are blocked.
Example: a checker on your 13-point can use 6–3 to reach your 4-point by stopping on 7 first, or on 10 first. If both 7 and 10 contain two or more opposing checkers, that checker cannot make the nine-point journey, even if 4 is empty. If either intermediate landing is open, that order may work.
You can also split the dice between different checkers. Test both orders and other checkers before deciding that some or all of a roll is unplayable.
3. Choosing to skip a die to protect your position
You must use both dice whenever any legal sequence allows it. You cannot choose a one-die move simply because the legal two-die move leaves a blot. If only one specific number can be played, use that number. If either number can be played but both cannot be used together, you must use the higher.
Example: your last checker is on your 1-point and you roll 6–4. Either number could bear it off, but only one can be used because the game then ends. The higher-die rule requires the 6. In more crowded positions, an apparently awkward first move may be compulsory because it makes the second die playable.
Count legal dice moves, not just total pips. A move that travels farther is not a substitute for a legal sequence that uses both numbers.
4. Playing doubles only twice, or claiming another roll
A double gives four moves of the number rolled. Each move must have a legal landing. You may distribute the four moves between your checkers or use the same checker repeatedly, subject to the normal movement rules. Play as many of those four moves as legally possible. Doubles do not give another turn or another roll.
Example: 3–3 supplies four separate moves of three points. It is not two moves of three, and it is not an unrestricted move of twelve. If you move one checker all twelve points, its positions after three, six, nine and twelve points must each be legal.
For a first game, count the four moves aloud. Do not import the extra-turn rules of another dice game into backgammon.
5. Confusing a blocked landing with a blocked path
Two or more opposing checkers close a point to your landings. They do not stop a checker passing over that point within one die’s move. You may land on any number of your own checkers. Standard backgammon has no five-checker stacking limit; a physical board’s shallow triangles do not create an extra rule.
Example: a checker on your 8-point can move with a 5 to your 3-point even if the opponent holds your 6-point, provided the 3-point is legal. The move passes over 6 without landing there. A six-point prime is different: no die can carry a checker from behind all six points to beyond them.
A single opposing checker is a blot, not a blocked point. Landing on it hits it to the bar. Two opposing checkers are enough to make the landing unavailable.
6. Moving other checkers while one remains on the bar
A checker on the bar has priority over every checker on the board. You must enter all your barred checkers before moving anything else. A blocked entry does not give permission to play the same die elsewhere. Once the last barred checker enters, any unused die can make another legal move, including moving the checker that just entered.
Example: you have two checkers on the bar and roll 5–3. Only the entry point for the 3 is open. Enter one checker with the 3. The other remains on the bar, and the 5 cannot be spent elsewhere. If neither entry point is open, you lose the whole turn.
Before looking for a clever board move, look at the bar. Bar priority still applies late in the game, including during a bearing-off race.
7. Entering on the wrong numbered point
A hit checker returns in your opponent’s home board, on the point corresponding to the die from their perspective. Using your own numbering, a 1 enters on 24, a 2 on 23, and so on through a 6 on 19. Your own home board at points 1–6 is at the other end of your journey.
Example: a 6 enters on your 19-point, which is your opponent’s 6-point. An empty point or your own occupied point allows entry; a single opponent can be hit on entry; two or more opponents block it. Re-entering is not a return to your starting checker stack or to your own home board.
Use one numbering perspective consistently when discussing a position. Saying ‘your 19-point’ is clearer than both players calling the same triangle ‘my six.’
8. Bearing off while a checker is still outside home
You may start bearing off only when all your remaining checkers are in your home board. Checkers already borne off stay off and do not count against that condition. A checker on the bar is outside home. If a checker is hit during bearing off, you must enter it and bring it back home before removing any more checkers.
Example: fourteen checkers are home and one is on your 7-point. You cannot bear off from your 6-point yet. A die of 1 can move the last outside checker from 7 to 6; after that move, the other die may bear off a checker if it allows a legal bear-off.
Check the condition again after each die. Coming home with one die can unlock bearing off with the other, while a later hit can interrupt it.
9. Using a high roll to remove any low checker
An exact number may remove a checker from the matching point. An oversized number may remove a checker only from your highest occupied point when nothing remains higher. If the rolled point is empty but you have a checker on a higher point, make a legal move from a higher point instead. You may also choose a legal move within home rather than an available bear-off, while obeying required dice use.
Example: with checkers on 6 and 2, a 4 cannot remove the checker from 2: it must move 6/2. With checkers only on 3 and 1, a 6 can remove a checker from 3, but cannot remove from 1 while 3 remains occupied. Recalculate after each move, because the highest occupied point can change.
Dice order matters. A legal first move can create a different bear-off for the second die, so do not decide from the starting position alone.
10. Calling every big win a backgammon
The losing checker position determines the result, not the winning margin. If the loser has borne off at least one checker, the result is a single. With none off, it is a backgammon only if a losing checker is still on the bar or in the winner’s home board. Otherwise it is a gammon. The loser’s own home board does not trigger a backgammon.
Example: you finish while the loser has no checkers off, but all fifteen of theirs are in their own home board. That is a gammon. If they instead still have a checker in your home board and none off, it is a backgammon. At a cube of 4, those results score 8 and 12 points respectively; a single scores 4.
One opposing checker borne off prevents both a gammon and a backgammon, even if other opposing checkers are still far from home.
11. Doubling after rolling, or charging the wrong drop value
Offer a double on your turn before rolling. With a centred cube, either player may offer the first double. Once accepted, the taker owns the cube and only that player may offer the next redouble. Match restrictions still apply. If the opponent declines, the game ends at the old cube value, without a gammon or backgammon multiplier.
Example: you own a cube at 2 and offer 4 before rolling. Your opponent takes: the game continues at 4 and they now own the cube. Your opponent passes: you win 2 points. Seeing a strong roll first and then offering the cube is not a valid way to double.
Agree whether you are playing a points match or separate games before starting. The same physical cube can have different practical restrictions because of the match score.
12. Repeating Crawford or importing optional money rules
In match play, the Crawford game is the first game after either player first reaches one point short of the target. No doubling is allowed in that one game. If the match continues, doubling resumes. The Jacoby rule and beavers are optional money-game conventions, not standard match rules. Do not assume that a home-game agreement applies at a tournament.
Example: a seven-point match reaches 6–3 for the first time. The next game is Crawford. If the trailing player wins a single to reach 6–4, the following game permits doubling again; it is not another Crawford game just because the leader still needs one point. A player who already wins the match at the current cube value has a dead cube and cannot double.
For disputes about valid rolls, clocks or handling the cube, use your event’s published procedures and director. This article explains gameplay; it does not replace the tournament rulebook.
A legal-turn checklist to keep beside the board
- Before rolling, consider a legal cube offer if you have access to the cube and the match rules permit it.
- Check the bar first. Enter every barred checker before moving other checkers.
- Look for a legal sequence using both dice, or as many double moves as possible. Check intermediate landings.
- If only one number can be used, apply the playable-number and higher-die rules.
- Before bearing off, check that all your remaining checkers are home and apply the exact or oversized-roll rule.
- When the game ends, identify the result, multiply by the cube and update the match score before resetting.
These checks settle what is legal. Choosing the strongest legal move is the next layer: strategy. Keeping the two questions separate makes a first game easier to learn and a friendly rules disagreement easier to resolve.
Sources and where to go next
Original explanations and examples by Bet On Gammon Editorial, checked 28 October 2026 against the USBGF gameplay guides and in-person rules linked below. Source links do not imply external review or endorsement. Tournament procedures and agreed optional formats can differ, so check the actual rules for the event you enter.

