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Records you set are kept under this name. It is not an account: no password, no email, nothing else about you — just the label on a record. Leave it empty to play as Anonymous.

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BackgammonBoard & Cards, Strategy, Puzzle

Backgammon

Seven measured keepers, dice sealed before the first roll and opened for you to check, and 120 exact bear-off Trials against the clock.

Hall of records

Backgammon

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Game menu

All games

The game’s own pause and menu rules apply. Opening this panel alone does not stop its clock.

Settings

Applies across the arcade. Browsers may slow games in background tabs. Turning this off does not change a game’s ranking rules.

About Backgammon

Race your pieces home, then bear them off before your rival. Dice set the moves, while blocks, hits and the doubling cube shape your decisions. Choose a keeper, a trial or a second player.

How to play

Goal
Bear all fifteen of your checkers off before the other side does.
How it ends
That wins the game (a gammon or backgammon scores more); the first to the match length wins the match. In a Trial, find the play that wins most often.
Record
Each Trial keeps the fastest first solve; each keeper keeps your fastest win and fewest plays for every match length.
  1. Roll, then tap one of your checkers: the places it can land light up, marked with the die they use. Tap one. Done passes the dice; Undo takes a checker back until then.
  2. Play both dice if you can, the larger if only one fits. A double plays four times. A hit checker waits on the bar and must come in first.
  3. In matches of 3 points or more you may double before you roll. The other side takes and owns the cube, or passes and loses the game at the old stake.
  4. Trials: find the play that wins most often. A play that is not the best goes back and the clock keeps running; it started when the Trial opened.
  5. Two players: both sides on one device, the board turning to face whoever is to play.
Worked example for Backgammon
Worked example. See how the rules apply to a real position.

Controls

InputAction
Click · TapPick a checker, then where it lands
← → ↑ ↓Walk the points in the direction of play
Enter · SpacePick up or land a checker
R · D · URoll, double, undo a checker
EscapePut a checker down, or leave the table
N · New gameStart the match again from the opening (an abandoned keeper match is a loss)

Good to know

Every die of a match can be recomputed from the secret the ledger reveals. Matches in hand, your records and Trial times stay in this browser; the fastest time on each Trial is shared with every player.

Watch how to play

The rules, then A match with the Deckhand played start to finish. Played by an automated player at a person's pace; the narration is a synthetic voice. English captions and chapters on YouTube.

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