Aarp Backgammon

Daily games and puzzles to sharpen your skills. AARP has new free games online such as Mahjongg, Sudoku, Crossword Puzzles, Solitaire, Word games and Backgammon! Register on AARP.org and compete against others to find out if you are a Top Gamer. Other Versions of Backgammon. If for some reason you don't like the computer Backgammon on this page, there are other free backgammon pages on my site you can try: Backgammon Online. Backgammon Windows. Both those pages have an Adobe Flash version and separate HTML5/Mobile version of online backgammon. Published: Last Updated.

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About Backgammon

Backgammon is one of the oldest games for two players and has been enjoyed for over 5000 years.

Play the Classic Backgammon board game

Play Backgammon online against the computer or versus a friend:

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This free game opens as a web page. No installation. Mobile friendly.
The online Backgammon game has a low difficulty level and is suited for beginners.
↓ Scroll down for instructions.

Get Backgammon for your device:

Download Backgammon for iPhone/iPad:

How to play Backgammon

To win at backgammon, you have to move all of your checkers into your own home board and then bear them off.

A quick introduction to Backgammon for beginners:

Backgammon is a game for two players. There is some luck involved (from rolling dices) but it is usually played in a series of games, and in the end the player that displays superior skill and tactics will win the series by choosing the best moves and by anticipating the opponent’s counter-moves.

The Backgammon board

The Backgammon board has 24 long triangles, called “points” (12 on each side in red/white). The points are numbered from 1 to 24.
In the illustration below, the Backgammon board is viewed from the white player’s side (your side), and the points (long triangles) are marked with their values from 1-24:

Fig.1 How to play backgammon: The backgammon board with points marked.

How to win the Backgammon game

The objective of the game is to move your pieces (small discs often called “checkers” or “chips”) around the board in the direction of the arrows shown in the illustration below, from the 24-point triangle to the 1-point triangle, and then off the board completely (remove them). The first player to move all his/her checkers off the board, is the winner of the game.

Fig.2 How to play backgammon: The movement of your pieces.

BUT you cannot start moving your checkers off the board until ALL your checkers are in your “HOME BOARD”:

Fig.3 How to play backgammon: The home board (also called The inner board).

As shown in the illustration, the points 1 through 6 constitutes your HOME BOARD (also called “inner board”). Other parts of the board also have names: The points 7 through 12 constitutes your “outer board”, the 7-point is called “the bar point”, and the 13-point is called “the midpoint”.

Backgammon setup

Each player starts with 15 checkers placed on the Backgammon board as shown in the illustration below. As you can see, you do not start with all your white checkers placed at the 24-point triangle as you might expect. At the start of the game, all your checkers are placed in a determined pattern across the board as follows: Five on the 6-point, 3 on the 8-point, 5 on the 13-point and 2 on the-24 point. Your opponent’s pieces (Red pieces in this online game) will mirror yours, as he sits on the opposite side of the board, and the points on the triangles goes in the opposite direction for him. He will move his checkers in the opposite direction of yours, so his 24-point is the same as your 1-point triangle.

Fig.4 Backgammon setup: The starting positions

Backgammon rules

The game begins with each player rolling one dice. The player with the higher number rolled gets to use both dices for the first move.
Each checker is moved separately and can be moved to any point that is not BLOCKED:

When your opponent has two or more checkers on a point, then that point is blocked. (If the point has your own checkers, no checkers, or only one opponent checker, then that point is not blocked, or open.)

A player who rolls two of a kind (both dices show the same number) gets to move double the numbers on the dices.

When moving the same checker with both dice numbers, the intermediate points must be open (not blocked). For example: if you roll a 3 and a 4, you can only move your checker 7 points if point 3 and 4 is not blocked.

A player who moves his checker to a point occupied by only one of the opponent’s checkers (called a “blot”), can “hit” (take) the opponent’s checker and place it on the bar in the middle of the board. When this happens, the opponent is required to return that checker into the game before making any other moves. The checker must be entered back into the game via his/her point 24. If the checker is blocked from being returned into the game, no moves can be made, and the turn goes back to the other player.

Winning the game: “Bearing off”

When you finally have moved all your checkers into your home board, you are able to begin removing them from the board by moving them past the 1-point. This is also known as “bearing off”. The first player to remove all his/her checkers from the board wins the game.
But if one of your checkers is hit by your opponent and placed on the middle bar while you are bearing off, you must move that checker back into the game and all the way to your home board before you can continue removing your checkers.
If a higher number is rolled than you have while bearing off, the farthest checker can be removed.

If a player has no checkers off the board when his opponent has removed all his checkers, it is known as a gammon and is worth a double game.

If a player still has a checker in his/her opponents home board or on the bar and the opponent has removed all his/her checkers, it is known as a backgammon and is worth a triple game.

Let’s play!

Backgammon history

Backgammon is a very old game that can be traced back through almost 5000 years of history. Archaeologists conducting scientific excavations in search for Persian and Mesopotamian artefacts have found remains of board games dating back to 3000 BC. The game was spread into Europe by the Roman and Byzantine Empires.

Backgammon from the “Libro de axedrez, dados e tablas” (“Book of chess, dice and tables”, 13th century)

Backgammon from the “Carmina Burana” (“Songs from Benediktbeuern”, 11th – 13th century)

Backgammon from the “Codex Manesse” (book of songs/poetry, 1304-1340)

The Playpager free Backgammon app is programmed in html5/Js. No flash player needed. Suited for mobile, PC and tablet. No installation or registration. Enjoy. If you like this game, please share. Thanks!

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Spades Rules

These are the rules I use for Spades. I got them from John McLeod's pagat.com, which has rules for pretty much all card games. (C) John McLeod, 2011 - reprinted with permission.

The teams

The four players are in fixed partnerships, with partners sitting opposite each other. Deal and play are clockwise.

Rank of Cards

A standard pack of 52 cards is used. The cards, in each suit, rank from highest to lowest: A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2.

The Deal

The first dealer is chosen at random, and the turn to deal rotates clockwise. The cards are shuffled and then dealt singly, in clockwise order beginning with the player on dealer's left, until all 52 cards have been dealt and everyone has 13.

The Bidding

In Spades, all four players bid a number of tricks. Each team adds together the bids of the two partners, and the total is the number of tricks that team must try to win in order to get a positive score. The bidding begins with the player to dealer's left and continues clockwise around the table. Everyone must bid a number, and in theory any number from 0 to 13 is allowed. Unlike other games with bidding, there is no requirement for each bid to be higher than the last one, and players are not allowed to pass. There is no second round of bidding - bids once made cannot be altered.

Example: South deals; West bids 3; North bids 1; East bids 4; South bids 4. The objective of North and South is to win at least 5 tricks (4+1), East and West try to win at least 7 (4+3).

A bid of 0 tricks is known as Nil. This is a declaration that that the player who bid Nil will not win any tricks during the play. There is an extra bonus for this if it succeeds and a penalty if it fails. The partnership also has the objective of winning the number of tricks bid by the Nil's partner. It is not possible to bid no tricks without bidding a Nil. If you don't want to go for the Nil bonus or penalty you must bid at least 1.

The Play of the Hand

The player to dealer's left leads any card except a spade to the first trick. Each player, in turn, clockwise, must follow suit if able; if unable to follow suit, the player may play any card.

A trick containing a spade is won by the highest spade played; if no spade is played, the trick is won by the highest card of the suit led. The winner of each trick leads to the next. Spades may not be led until either some player has played a spade (on the lead of another suit, of course), or the leader has nothing but spades left in hand.

Playing the first spade is known as 'breaking' spades.

A Boston is when one team gets all 13 tricks in a round.

Scoring

A side that takes at least as many tricks as its bid calls for receives a score equal to 10 times its bid. Additional tricks (overtricks) are worth an extra one point each.

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Sandbagging rule: Overtricks are colloquially known as bags. A side which (over several deals) accumulates ten or more bags has 100 points deducted from its score. Any bags beyond ten are carried over to the next cycle of ten overtricks - that is if they reached twenty overtricks they would lose another 100 points and so on.

Example: Suppose a team whose score is 337 bids 5 tricks and they have 7 bags carried over from the previous rounds. If they win 7 tricks they score 52, taking their score to 389 (and their bags to 9). If they win 8 tricks they score 53, but lose 100 because they now have 10 bags, and their score becomes 290 (337 + 53 - 100). If they win 9 tricks they score 54 and lose 100, bringing their score to 291.

If a side does not make its bid, they lose 10 points for each trick they bid.

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If a bid of nil is successful, the nil bidder's side receives 100 points. This is in addition to the score won (or lost) by the partner of the nil bidder for tricks made. If a bid of nil fails - that is, the bidder takes at least one trick - the bidder's side loses 100 points, but still receives any amount scored for the partner's bid.

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When a nil fails, the tricks won by the nil bidder do not count towards making the partner's bid, but do count as bags for the team.

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The side which reaches 500 points first wins the game. If both sides reach 500 points in a single deal, the side with the higher score wins.