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Backgammon

Tables · Tavla · Nardy — race fifteen men home and bear them off

Match to 5Cube 1
YouTo play 0 pips 167 · off 0
ComputerTo play 0 pips 167 · off 0

Moves

Game

Opponent
How to play
  • White moves from its 24-point toward its 1-point (bottom right); Black moves the opposite way.
  • Click a checker, then a highlighted point. Distant highlights use both dice with the same checker.
  • Doubles play four times. Use both dice if at all possible; if only one can be played, it must be the higher.
  • A lone checker (a blot) can be hit and sent to the bar. Checkers on the bar must re-enter in the opponent's home board before anything else moves.
  • Once all fifteen are home, bear off. A die higher than your farthest checker may bear off from the highest point.
  • Win 1 point, a gammon (2) if the loser has borne off none, or a backgammon (3) if they also have a checker on the bar or in your home board — multiplied by the doubling cube.
  • The computer picks a game plan each turn — building, blitzing, priming, running, holding, back game or safe bear-off — shown under its moves. Expert looks ahead at all 21 replies; Club plays its plan without look-ahead; Easy makes loose, imperfect moves.
  • Before rolling you may double. Your opponent takes (and owns the cube) or passes and concedes. No doubling in the Crawford game.
  • Online friend sends a link; the host picks the match length and colours swap each match. Every roll is made by both devices together — each adds a secret random number, sealed with a cryptographic hash before the other's is seen — so neither player can pick or predict the dice.
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