The origins of backgammon trace back to the East, while the rules of the actual European version of backgammon were established in 1743 by Edmond Hoyle (англ. Edmond Hoyle). This variant is called short backgammon or "Backgammon". According to one version, the name "Backgammon" is derived from the words "back" and "game" and is connected to the fact that an opponent's checker, when hit, is sent back. Another version links the name "Backgammon" to the Gaulish words "Baec" (small) and "Gammit" (battle), which resemble in meaning the Persian words "Тахте Нард".
This interesting and intellectual game has long been loved by many board game enthusiasts. Spice up your daily routine with a game of short backgammon against a real opponent. The game is not only fun but also useful, as short backgammon excellently develops logical thinking and strategic reasoning skills.
Caucasian Short Backgammon or Backgammon by Caucasian Rules
Caucasian backgammon is a variety of short backgammon, meaning it has quite a few differences from Long Backgammon. The movement of checkers in Caucasian backgammon is towards each other and resembles a real battle. In Caucasian backgammon, as in Short Backgammon, you can "hit" an opponent's checker if you place a checker on a point occupied by only one opponent's checker. The key difference that distinguishes Caucasian backgammon as a separate variety is that you cannot "hit" an opponent's checker when it is in your "home" and then hide it.
Doubling Process
Before starting your turn, before rolling the dice, a player has the right to propose doubling. If the player doubles the game, the opponent must either accept the double or concede with 1 winning point. Doubling on the very first move of the game is prohibited. This rule is applied by agreement and announced before the start of the game.
Playing Against the Computer
If you want to practice before real matches or simply have a pleasant time, the best choice is to play short backgammon against the computer. The artificial intelligence follows well-thought-out algorithms, so every match will be interesting and unpredictable. You can practice different moves in backgammon, train hitting opponent's checkers, and build winning combinations.
Whether you are a beginner or an experienced player — online short backgammon against the computer suits everyone. There is no rush, no pressure, only you, the board, and strategy. A great opportunity to hone skills and try different approaches to the game without the risk of losing.
Playing Against Real Opponents
For those seeking real emotions and dynamics — playing short backgammon with real people will be a true discovery. A battle of minds, tactical traps, heightened excitement — this is why backgammon is valued. The ability to hit checkers at the right time, build successful combinations, and accurately calculate moves brings victory and confidence.
On the platform, you can easily find a partner for a game: friends, random opponents, or regular rivals. Short backgammon online with real people is a step towards live communication, competition, and possibly new acquaintances. By winning more often, you can rise in the game rankings and secure your status as a true master.
And if you want competitive spirit and prizes — participate in our online tournaments. Short backgammon tournaments are a chance to prove yourself, demonstrate your skill, and compete for leadership in the rankings of the best players!
The Best Conditions for Online Short Backgammon Play:
Play short backgammon with the computer for free or with real opponents, live people, by subscription!
We will definitely familiarize you with the rules before the start of the game. Thus, you are insured against tricks or surprises, as we will explain all the nuances before you begin playing!
Realistic and beautiful design that ensures full immersion in the game. Great, isn't it?!
You can play backgammon without registration or tedious downloading of programs to your computer, no more waiting. You can start the game instantly!
So, what are you waiting for? Go for the victory! Playing the Caucasian variant of short backgammon will bring you long-awaited relaxation and lots of bright impressions. Real sports interest combined with an intellectual battle — that's what short backgammon is! This simple game is accessible to everyone; from the first minutes at the board, you will feel the logic and excitement of fast backgammon and won’t want any other entertainment. Play short backgammon online and win!
We also recommend the extremely popular long backgammon available in our Gaming Club.
Questions and Answers (FAQ):
How to kill (remove) an opponent's checker?
A checker that stands alone, not covered by a second checker of its own, is available for attack by the opponent, meaning it can be killed by completing a move with one of the values rolled on the dice. A killed checker is removed from the playing field and must be re-entered into the game.
What is a "Cush"?
A "Cush" is the occurrence of identical values on both dice. In this case, the player makes a double move, i.e., moves the rolled dice value four times: by 1, 2, 3, or 4 checkers.
Caucasian short backgammon, what is the difference from the standard rules?
In standard short backgammon, a player can kill an opponent's checker in their home and move it onto their own checker. In Caucasian backgammon, the player does not have the possibility to hide their checker this way. Read more on the Short Backgammon Rules page.
Any game, whether card-based or using a special board, always involves two components: intellectual and an element of luck (to a greater or lesser extent depending on the game). Backgammon is no exception. It is an Eastern game for two players played on a special board with 24 points, 15 checkers for each opponent, and two dice. A beginner might think the outcome depends mostly on luck—on the dice rolls used to make moves—but that is not quite true. An experienced player, who knows the strategy (intellectual component), can easily beat a novice even with some “bad luck” in dice rolls.
The rules of Short Backgammon may seem a bit confusing because they allow hitting an opponent’s checker (along with moving your own checkers), and then the hit checker must be re-entered into the game. But after careful reading and a few practice games, the rules of short backgammon cause no difficulties.
Rules of Short Backgammon
The game involves two players. The player’s task is to move all their checkers around the board and bear them off.
Starting Position
Short Backgammon is played on a board with twenty-four points, divided into four groups of six points each. These groups are called:
home (1–6),
outer board (7–12),
opponent’s outer board (13–18),
opponent’s home (19–24).
The home and outer board are separated by a bar, which protrudes above the playing surface and is called the bar.
Each player has 15 checkers: one has black, the other white.
The game uses a pair of dice.
Everything begins with correctly placing the checkers.
Setup in Short Backgammon
When playing online on the site, you don't need to worry about placing checkers correctly—the system does it for you. The starting setup: 2 checkers on point 24, 5 on point 13, 3 on point 8, and 5 on point 6. In real life, if you don’t know how to set up, remember: it all depends on the direction of play. That’s why understanding how to set up short backgammon is important.
The short backgammon rules require strict adherence to this scheme: without it, you cannot start the game properly.
The rules are the same for both players, but the turn order depends on the initial dice roll. The first turn is decided by each player rolling one die simultaneously; the one with the higher number goes first. If both roll the same number, re-roll until someone rolls higher. Turns proceed in order after the first move.
In a continuous series of games, the first move in each new game alternates between players. The rules require strict adherence to this scheme for a proper start.
Movement of Checkers
In short backgammon, checkers move toward each other. The checkers whose home is visually at the bottom (in the picture) move counterclockwise; the checkers whose home is at the top move clockwise.
Checkers start from the opponent’s home, enter the opponent’s outer board, then the outer board, then their own home, and finally are borne off the board.
After rolling the dice, the values indicate how far to move one or two checkers. The values on both dice are separate moves.
You may move checkers to empty points or points occupied by only one opponent’s checker—in which case that checker is hit.
If moving one checker, the dice values are summed. For example, if you roll 5 and 3, you can move one checker a total of 8 spaces only if you can make an intermediate move of 5 or 3.
If moving two checkers, one die value is the number of steps for one checker, the other for the second checker.
Passing a move when able to play is not allowed.
If you can move one checker but not the other (because the position is occupied by two or more opponent’s checkers), you make one move and lose the other. If you can move only one checker, you must move it by the higher dice value (e.g., if you roll 6 and 4, and can move either 6 or 4, you must move 6).
If the dice show doubles, the number of moves doubles. For example, 3:3 means four moves of 3 spaces each (by one to four checkers).
You cannot skip a full turn if you have a legal move, even if it is disadvantageous (e.g., roll 6 and 4, and you can move one checker 6 spaces but not 4, or move another checker 6 then 4—you must make the full move 6 and 4).
Understanding how to play short backgammon allows you to apply strategy and tactics.
How to Hit and Re-enter a Checker
A point occupied by a single opponent’s checker is called a "blot."
A blot is hit if an opponent’s checker lands on it. The hit checker is placed on the bar, which is the center of the board.
A player who has one or more checkers on the bar must re-enter them into the opponent’s home first (re-enter into play).
A checker is re-entered by moving it onto a point corresponding to a rolled die. For example, if the player rolls 2 and 5, they may enter a checker on point 2 or 5 if those points are not occupied by two or more opponent checkers.
If both points corresponding to the dice are blocked, the player loses the turn. If one point is blocked and the other free, the checker enters on the free point, and part of the move is lost.
No other checkers may be moved until all checkers on the bar are re-entered.
After all checkers are re-entered, the remaining dice values may be used normally, moving either the re-entered checker or another.
Defense in Short Backgammon
Defense is an important strategic element in short backgammon. Here are some practical defensive techniques to help you win even tough games.
Head Blocking
Protecting your starting position (two checkers on point 24). If the opponent rolls a “six” early (6-6, 6-1, etc.), they may try to hit your checker. Often, players try to move the checker off the head quickly but avoid leaving vulnerable lone checkers.
Building "Roofs" (Blocks)
Stacking two checkers on a point creates a "closed point" that the opponent cannot pass. Two or three consecutive blocks form a wall that significantly hinders the opponent's movement.
Anti-hits (Anti-blot)
Deliberately leaving some points open so the opponent, if hit, has no good escape. You can also set traps to force the opponent to break their blocks.
Controlling Key Points
Points 7 and 5 on your side are critical. Controlling them complicates the opponent’s progress and helps build a wall closer to home.
Final Stage or How to Bear Off Checkers
You can start bearing off checkers only after all 15 are in your home board.
Bearing off can begin with a new move (checkers brought into home in the previous turn, then roll dice and bear off) or as a continuation of a move (e.g., the 15th checker enters home first, then the player bears off a checker or moves within home; doubles allow more options as there are four moves).
During bearing off, all the player’s checkers must be in the home. If a checker is hit during bearing off, the player must re-enter it before continuing to bear off.
Points in home are numbered right to left — the far right is 1, then 2, 3, 4, 5, and 6.
You may bear off a checker that rests on a point corresponding to a die roll. For example, if the dice show 6 and 4, you bear off one checker from point 4 and one from point 6.
You don't have to bear off only; for strategic reasons, you may also make a regular move. For example, if dice show 6 and 4, you can bear off one checker from point 6 and move another checker from point 6 to point 2 (if there's a checker on point 4 you could bear off).
If there are no checkers on a point corresponding to a die roll, you must move a checker according to the rules.
If you cannot move a checker on the point equal to or greater than the die roll, you must bear off a checker from the highest point below the die roll. For example, if you roll 4 but have no checkers on points 4, 5, or 6, you must bear off from point 3; if none there, then point 2; if none, then point 1.
You must use both dice values; you cannot skip a move even if disadvantageous. For example, checkers are on points 1, 4, and 6, and the dice show 5 and 3. The player wants to move 3 spaces from point 6 to point 3 to bear off the checker on point 4 with 5, effectively playing 4 and 3. But the player must make the full 5 and 3 move: moving 5 spaces from point 6 to point 1 and 3 spaces from point 4 to point 1.
Game Outcome
The game has various bearing-off rules. The winner in backgammon is the first to bear off all checkers.
If a player presses the "Resign" button, they concede defeat, and the opponent wins.
Short backgammon differs from other board games in that it does not allow draws. The winner and loser are always clearly determined.
Our project implements a draw variant in preliminary game settings — the "right of the last roll." The player with black pieces, who moves second at the start, may make the last roll after the white player bears off all checkers, and if they also bear off all checkers in that roll, the game is a draw.
Oin, Mars, and Cox
"Oin" is a game state where the loser managed to bear off at least one checker from home but loses one stake.
"Mars" is a state where the loser failed to bear off any checkers and loses two stakes.
"Cox" is when the loser has not borne off any checkers and has one or more checkers left on the bar or in the opponent’s home; they lose three stakes.
Our project’s preliminary settings include options for "Oin," "Mars," and "Cox" game endings:
If a player chooses “Oin,” they lose one stake in any game ending.
If “Mars” is chosen, they lose one stake per “Oin” rule or two stakes per “Mars” and “Cox” rules.
If “Cox” is chosen, they lose one stake per “Oin,” two stakes per “Mars,” or three stakes per “Cox.”
This also applies if a player resigns. The number of lost stakes is determined by chosen settings (Oin-Mars-Cox) and the checker position when resigning. For example, if a player selected “Cox” and resigned with checkers in “Mars” position, they lose two stakes.
Caucasian Backgammon — Difference from Standard Rules
Consider features of Caucasian backgammon. In Caucasian backgammon, you cannot hit an opponent’s checker in your home and then hide. In other words, a checker that hits an opponent’s checker cannot immediately move to a point with another checker to form a safe block. You can hit and cover the hit checker with another checker. You can hit and move it to an open point but not hide. You can hit and bear off (if no other move). For example, on doubles like 1:1, you can hit-hit-hit-move to an open point or other combinations within these rules.