How an Online Backgammon Game Works

The rules of backgammon are the same on a screen as on a wooden board, but the way you interact with the game is different. Online software handles the dice, checks that every move is legal and keeps track of the score. It also adds controls that a physical board never needed. This page walks through a typical online game screen so nothing surprises you in your first match.

The board

The board shows 24 narrow triangles, called points, divided into four quarters of six. A raised strip in the middle, the bar, separates the left and right halves. Your home board is where you bear off at the end of the game; the opponent's home board sits on the same side, directly across from yours. Software differs in where it puts your home board: bottom right is common, but many programs let you flip the board or change the direction of play in the settings.

Around the board you will usually see each player's name, the dice, the doubling cube, the match score and a clock. Checkers that have been borne off are shown in a tray at the side.

Rolling the dice

At the start of a game, each side gets one die and the higher number moves first, using both dice. After that, you roll at the start of each turn by pressing a button or clicking the board.

Moving checkers

There are two common ways to move:

Whichever method you use, the program enforces the rules. If only one die can be played, or you must play the larger number, the software will not let you do otherwise. When a move is completely forced, many servers can play it for you.

Undo and confirm

Your move is not final until you confirm it. Before that, an undo button takes back the checkers you have moved in this turn, so you can try a different play. Once you confirm, usually by pressing a button or clicking the dice, the move is sent and cannot be taken back. Get into the habit of looking at the whole position before confirming; most misclicks happen when players confirm too quickly.

Automatic bear-off

In the last phase of the game, when no contact is left, the bear-off is often mechanical. Many programs offer an automatic bear-off option that removes checkers for you when there is only one sensible way to play. Leave it off until you are comfortable, because in positions where contact remains, the choice of which checker to move still matters.

The clock

Online matches are commonly played with a clock. A typical setup gives a short delay for each move, which does not count against you, plus a time bank for the whole match. If you use up the delay, the clock starts drawing on your bank. If the bank runs out, the server may forfeit the match. The clock keeps games moving and protects both players from an opponent who stalls.

The doubling cube in a match

In match play, before rolling, a player may offer a double by clicking the cube. The opponent sees a prompt to take or pass. Taking means the game continues at twice the value and the taker now owns the cube. Passing means the doubler wins the game at its current value. The cube shows 64 when not yet used and stands for a value of one; after a double it shows 2, then 4, and so on. During the Crawford game the cube is disabled for one game, as described in the rules page.

Score and match display

A score panel shows the match length and each player's points, often written as something like "3 – 1 to 5". Some programs also show how many points each side still needs, which is how strong players think about cube decisions. When the match ends, the server records the result and, on rated tables, updates both ratings.

Chat

Most servers include a chat window. A greeting at the start and a "good game" at the end are standard; the rest is optional. Chat can usually be muted if you prefer silence. For more on what is expected, see the etiquette page, and if you are about to start your first match, the guide on playing backgammon online has a short checklist.