Move all 15 of your checkers around the board to your home, then bear them off. First to clear all 15 wins.
Set up
A playing piece. Each player has 15 checkers in their color.
One of the 24 narrow triangles on the board where checkers are placed. You own a point when you have two or more checkers on it.
Your final six points. This is where you move all your checkers before bearing off.
A single checker sitting alone on a point. A blot is vulnerable — your opponent can hit it and send it to the Reserve.
A holding area for checkers that have been hit. If one of your checkers gets hit, it goes to the Reserve and must re-enter the board before you can move any other pieces.
The final phase of the game where you remove your checkers from the board. The first player to bear off all 15 checkers wins.
A row of 4–6 consecutive points that you own, creating a wall your opponent can't jump over.
Know your board: key elements explained
Set up like this: each color will move in the direction of their home.
Build a Prime: A prime is a row of 4–6 consecutive points that you own — and it's one of the most powerful structures in backgammon. A prime acts as a wall that your opponent's checkers can't jump over, trapping them behind it. The longer the prime, the harder it is to escape. A six-point prime is virtually unbeatable — your opponent is completely stuck until you break it.
Each turn, roll both dice. You must move your checkers the number of points shown on each die. You can move one checker the total, or split the moves between two checkers.
Move one checker the total
Split moves between two checkers
Rolling doubles: double the amount of dice
If a point has only one of your opponent's checkers, you can land on it and send it to the Reserve.
Hitting your opponent
Re entering: Yellow can only enter if they roll a 1, 3 or 4
Once all 15 of your checkers are in your home board, you can start bearing them off — removing them from the board entirely. You can not bear off any checkers if you have checkers outside of your home.
Remove from the exact point
Move from a higher point
Remove from the highest occupied point
The first player to bear off all of their checkers wins!
Each game is worth one point, but you can score more depending on how you win:
The Doubling Cube: At any point in the game, a player can offer to double the stakes by placing the doubling cube on 2. The opponent can accept and play on for double the points, or refuse and concede the current game. The cube can be redoubled (4, 8, 16...) but only by the player who last accepted it.
Lovers Leap
Six and one
Two points apart
Leaving an anchor
Avoid stacking: yellow did a good job of this here