THE CLASSICS. AFTER DARK.

Neon Backgammon.

N

YOUR OPPONENT

NOVA

PIP COUNT167
BORNE OFF0 / 15
NEON BACKGAMMON15 CHECKERS · 24 POINTS · YOUR MOVE
MAKE YOUR OWN LUCK
CYAN MOVES 24 → 1EST. 2026
Y

YOUR SIDE · CYAN

You

PIP COUNT167
Ready when you arePRACTICE & MULTIPLAYER

A QUICK FIELD GUIDE

Bring it home.

  1. Race your 15 checkers home. Cyan moves from point 24 to 1; magenta moves from 1 to 24. Your home board is always at the bottom right.
  2. Move by the dice. Select a highlighted checker, then a destination. Each die is a separate move. Doubles give four moves. You must use as many dice as possible; if only one of two different dice can be used, use the higher.
  3. Make points. Hit blots. Two or more opposing checkers block a point. Land on a single opponent checker to send it to the bar. Checkers on the bar must re-enter before any others can move.
  4. Bear off to win. Once all your checkers are in your home board, move them off with matching dice. A larger die can remove your farthest checker if none are farther from home.
  5. Double the challenge. Before rolling, offer a double. The opponent can accept and own the cube, or decline and lose its current value. Single games use a cube up to 64; no money is involved.
  6. Finish in style. A normal win is worth the cube value. A gammon is double if your opponent has borne off none; backgammon is triple if they also have a checker on the bar or in your home board. Resigning concedes the current cube value.

Casual single games with a running table score. No tournament match target, Crawford rule, or Jacoby rule. Table access is saved in this browser tab; inactive rooms expire after 24 hours.

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