Backgammon Race

Full backgammon against the computer without the doubling cube: roll, hit blots, bring your checkers home and bear off first.

Backgammon Race

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Watch a 20-second trailer

A real run of the game, recorded with captions and no sound.

How to play

  1. You have 15 checkers and move from point 24 round to your home board (points 1 to 6, bottom right), then bear them off. The computer moves the opposite way.
  2. Press Roll, then tap a checker and tap a highlighted point to move it by one die. A double gives four moves. If you cannot move, the turn passes.
  3. A point with two or more opposing checkers is blocked. Landing on a single opposing checker hits it and sends it to the bar; a player with a checker on the bar must bring it back before moving anything else.
  4. Once all your checkers are in your home board you can bear off with an exact die, or a larger die from the highest point. First to bear off all 15 wins.

Controls: mouse or touch. Made by CalcoTools.

Tips and strategy

  • Pair your checkers on a point to make it safe: a single checker can be hit.
  • The pip count shows how far each side has to go. Ahead in the race, run for home; behind, look for a hit.
  • Entering from the bar needs an open point in the computer's home board, so keep your own points made.
  • When bearing off, try not to leave gaps that waste high rolls.

FAQ

Is there a doubling cube?
No. It is one game with no stakes.
Do I have to use both dice?
You must use each die when you have a legal move, but this version does not force the line that uses the most dice.
Are the dice fair?
Yes. Each new game uses its own random seed, and both sides roll from the same fair dice.

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