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The dice say how far. You decide where.
Classic backgammon on your phone: fifteen checkers, two dice and a rival at three levels, or a friend beside you on the same screen. Hit the loose checkers, close your home board and bear off first. A gammon counts double.
Roll the dice and move your checkers by the numbers: tap a checker, then the point where it should go. You start at the bottom left, climb the left column and come down the right one to your home board at the bottom right. You cannot land on a point held by two or more rival checkers; if only one stands there, you hit it and it goes to the bar. A checker on the bar must come back in first, through the rival's home board. A double is played four times. Once all your checkers are home, you start bearing them off. The first to bear off all 15 wins; if the rival has not borne off any, it is a gammon and scores two points.
Backgammon is one of the oldest board games still played: two players, fifteen checkers each, two dice and a race around twenty-four points. Luck decides how far you move; skill decides what you do with it. Every turn asks the same question in a new shape: play safe, or take a risk that could win the game.
This version is made for a phone held upright. The board is turned a quarter so the points run down two columns and every checker is a comfortable tap. You can play a rival at three levels, from a patient teacher to an opponent that thinks a roll ahead, or hand the phone to a friend and play each other on the same screen.
Roll the dice, then move your checkers by the two numbers: tap a glowing checker and the points it can reach light up, tap one and it slides there. When one checker can use both dice, its combined landing lights up too. Undo takes back any step until you press Done.
Yes. Like every game on Play, it runs free in your browser, with no download and no account needed.
It reads the position the way a club player does: the race, the risk of every loose checker, the points that make a board. The hard rival also looks one roll ahead before it moves.
If you bear off all fifteen checkers before the rival has borne off even one, you win a gammon, worth two points. If the rival still has a checker on the bar or in your home board, it is a backgammon, worth three.
Yes. Choose Two players and pass the phone each turn; the board shows whose turn it is and lights up only that player's checkers.
The rules may require something else first: a checker on the bar must come back in, and you must play both dice when both can be played. Only the checkers you may move light up.
Fifteen checkers each, one way round and no hitting: block, race and bear off.
Match the ends and be first to play out.
Build the longest train from the station and empty your hand first.
Roll a six, race home, send them back.