Backgammon — Free
The classic dice-and-race board game. Move all fifteen checkers home and bear them off before the computer does — hit blots, cover the bar and raise the stakes with the doubling cube.
You win! 🎉
What is Backgammon?
Backgammon is one of the oldest board games still played today — a two-player race across twenty-four narrow triangles called points. Each side starts with fifteen checkers arranged in the classic opening position and rolls a pair of dice to move them around the board toward their own home board, then off the edge entirely. The first player to bear off all fifteen checkers wins the game. Because every roll offers choices about which checkers to move and where to land them, backgammon rewards planning far more than luck: the dice deal the cards, but you decide how to play them.
On vygam you play the white checkers against a computer opponent that follows the full rules — hitting blots, entering from the bar, forming blocking points and bearing off when the position is ripe. The board shows a live pip count for both sides, a doubling cube for raising the stakes, and clear highlights so you always know which moves are legal. There is nothing to install and no account to create; the whole game runs in your browser and remembers your win record between visits. Whether you are learning how the checkers move for the first time or sharpening your doubling decisions, it is a complete backgammon table you can open in a single click.
How to Play
When you roll doubles — two of the same number — you play that number four times instead of twice, giving you four moves in a single turn. A few placements are never allowed:
- You cannot land on a point held by two or more enemy checkers — it is blocked.
- You cannot skip re-entry: while any checker sits on the bar you must bring it back before playing any other move.
- You cannot bear off until every one of your fifteen checkers has reached your home board.
- You cannot waste a die — if a legal move exists you must play it, and if only one number can be played you must play the higher one where possible.
Backgammon Tips & Strategy
Backgammon looks like a dice game, but strong players win consistently because they master a handful of positional ideas. Use these to turn both lucky and unlucky rolls into good decisions.
Make points and build a prime
Two checkers on the same point make it yours — a wall the opponent cannot land on. Stringing several made points in a row builds a prime, a barrier of up to six points that traps enemy checkers behind it. Aim to make the points directly in front of your opponent's back checkers, especially the golden 5-point and the bar-point, so their escape rolls simply bounce off your wall.
Hit and cover
Landing on a lone enemy checker — a blot — sends it to the bar and forces your opponent to waste a roll re-entering. A hit is strongest when you can cover the same point on the same turn, turning the checker you just moved into a made point rather than leaving a fresh blot of your own exposed to a return shot.
Race or hold
Count the pips. If you are ahead in the race, trade complications for safety: run your back checkers, avoid unnecessary contact and simplify toward a straight sprint to bear off. If you are behind, do the opposite — keep an anchor or a holding point deep in your opponent's board and wait for a shot, because one well-timed hit can flip the whole game.
Cube decisions
The doubling cube is where matches are won and lost. Offer a double when you are clearly ahead but the opponent still has enough chances to take, and take a double yourself whenever you expect to win more than about one game in four. Doubling too late leaves value on the table; doubling too early hands your opponent an easy, profitable take.
Hitting, the Bar & Bearing Off
The heart of backgammon tactics is contact. A point occupied by a single checker is a blot, and any opposing checker that lands there hits it, sending it to the bar in the centre of the board. A player with a checker on the bar is frozen: their only legal move is to re-enter it into the opponent's home quadrant on a matching die, and until it comes back in they cannot move anything else. If both entry points their dice call for are blocked by walls of two or more checkers, the entire turn is forfeited — which is why building a strong home board is so powerful.
Bearing off is the finish line. Only once all fifteen of your checkers sit in your home board may you begin removing them. An exact die lifts a checker from the matching point; a die larger than your highest occupied point bears off from that highest point when nothing sits above it; and you may always move a checker down within the board instead of bearing off if that is safer. Race carefully during the bear-off — leaving a blot within range of an enemy anchor can still be hit, sending a nearly finished checker all the way back to the bar.
The Doubling Cube Explained
The doubling cube is the feature that lifts backgammon from a friendly race into a game of nerve. It is a six-sided die marked 2, 4, 8, 16, 32 and 64, and it records the current stake. At the start of a game the cube sits in the middle at a value of one, and either player may use it. Before rolling, the player who believes they are ahead can offer to double the stakes. Their opponent then makes a decision: take, accepting the higher stake and gaining sole ownership of the cube so that only they may double next, or drop, conceding immediately and losing the current stake rather than risk more.
On vygam the cube value and its owner are shown above the board, and the computer makes simple, pip-based take and drop judgements. Learning when to turn the cube is the single biggest skill jump in the game: a well-timed double can double your winnings, while a careless one lets a trailing opponent escape cheaply or punish you when the dice turn. Use the pip counts on the scoreboard as your guide, and remember that most reasonable positions are a correct take — dropping too readily is a common and costly beginner habit.
FAQ
Is Backgammon free to play on vygam?
Yes — it is completely free with no download and no sign-up. The game loads instantly in your browser and even remembers your win record on the same device.
What happens when I roll doubles?
Doubles are worth double the moves. Instead of playing the two numbers once each, you play that number four times — for example, double fives lets you make four separate five-point moves in one turn.
What do hitting and the bar mean?
If you move a checker onto a point holding exactly one enemy checker you hit it and send it to the bar in the middle of the board. That player must re-enter the checker in your home board on their next roll before making any other move; if every entry point is blocked, the whole turn is forfeited.
How does bearing off work?
Once all fifteen of your checkers are in your home board — points 1 to 6 — you remove them with the dice. A number bears off a checker from the matching point, and a number higher than your highest occupied point bears off from that highest point. Bear off all fifteen to win.
What is the doubling cube for?
The doubling cube tracks the stake of the game. Before rolling, a player may offer to double it; the opponent either takes, so the cube value doubles and its ownership passes to them, or drops, conceding the game at the current stake. It rewards judging when you are ahead.