Backgammon
Computer offers to double to 2. Accept?
Rolling to see who goes first…
Computer offers to double to 2. Accept?
Move all 15 of your checkers into your home board and bear them off before your opponent does.
White moves from point 24 toward point 1; Black moves from point 1 toward point 24. Roll two dice and move checkers that many points. Rolling doubles gives you four moves of that number instead of two. You must use both dice if at all possible, and the higher die if only one can be played.
Landing on a point with exactly one enemy checker (a "blot") sends it to the bar. A checker on the bar must re-enter your opponent's home board before you can make any other move — if you can't enter, you lose the rest of your turn.
Once all 15 of your checkers are in your home board, you may start bearing them off. A die showing a checker's exact distance bears it off directly; a higher die may bear off your farthest-back checker if none are farther out.
A normal win is worth 1 point (times the doubling cube). If your opponent hasn't borne off any checkers, it's a gammon (2x). If they also have a checker on the bar or in your home board, it's a backgammon (3x).
Before rolling on your turn, you may offer to double the stakes. Your opponent must accept (the cube's value doubles and they take control of it) or decline (you win the game immediately at the current value).
Click a point (or the bar) with your checkers to select it, then click a highlighted destination. Click Roll Dice to start your turn and End Turn once you've used all legal dice.