Race fifteen checkers home, hit opposing blots and bear off first.
Getting a board
Section titled “Getting a board”Craft a Backgammon board and fit it into a Large Game Table. Place matching Game Chairs facing the table, then take a seat.










1 ×Leather
7 ×Any planks
1 ×Brown wool
How to play
Section titled “How to play”Open the fitted board to make your moves. How to play in the side tray gives you the same lessons with illustrations inside the game.
Race your fifteen checkers home
Section titled “Race your fifteen checkers home”
Go left along the top, then right along the bottom. Home is bottom right.

Go left along the bottom, then right along the top. Home is top right.
Roll, then spend the dice
Section titled “Roll, then spend the dice”
Each die moves one checker that many points.

Green dots show legal places. You can move one checker twice or two once.
A three moves three points
Section titled “A three moves three points”
Count three points along your route.

Now use the other die if you can.
Matching dice give four moves
Section titled “Matching dice give four moves”
Roll two fours...

...and get FOUR moves of four points.
Two enemy checkers block a point
Section titled “Two enemy checkers block a point”
You cannot land on two or more enemy checkers.

Use both if possible. If only one can be used, use the larger one.
One enemy checker can be hit
Section titled “One enemy checker can be hit”
Move three points onto the enemy checker.

The hit checker waits on the middle bar.
Come back from the bar first
Section titled “Come back from the bar first”
Bring it back before moving your other checkers.

Your die chooses the entry point. If every entry is blocked, your turn ends.
All home? Start taking them off
Section titled “All home? Start taking them off”
Only now can you take checkers off. A six takes one from point six.

An exact die takes one off; an oversized die can take the furthest one.
First to take off all fifteen wins
Section titled “First to take off all fifteen wins”
A hit checker must come all the way home again before you take more off.

The first player with all fifteen off wins.
Rules in more detail
Section titled “Rules in more detail”Using both dice and bearing off
Section titled “Using both dice and bearing off”Use both dice whenever a legal ordering allows it. If only one can be used, use the higher one when it has a legal move. Doubles provide four moves of that value. The offered moves already account for these restrictions. Bearing off requires all fifteen checkers in your home board. An oversized die can remove your furthest checker, but not a nearer one while a checker remains further away. Where several dice can remove the same checker, the exact die is spent first, then the smallest sufficient one.
Keep playing
Section titled “Keep playing”Use Rematch after the result to play again. To pause an unfinished match, the table owner can remove and keep its board.
See seats and solo play for multiplayer and Play alone, or item stakes if you want to agree on a pot.
