White
167 pips
0–0
Black
167 pips

Arrows: move between points. Enter: move a checker by the active die, or move the selected checker to this point. Space: select a checker and see where it can go. R to roll, E to end turn, U to undo, D to double, S to switch dice.

📱 Want a bigger board? Turn your phone sideways — the checkers get 50% bigger.
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Moves

Backgammon vs the computer

No friend around? The computer is always ready to play. Choose a level, play, and after the game get an analysis of every move.

Four levels

LevelHow it playsError rate (PR)
EasyPlays reasonably and misses quite a bitabout 17
MediumA good café player, makes the occasional mistakeabout 10
StrongAlmost always picks the best moveabout 4
ChampionAlso checks all 21 of your possible rolls before choosing. Very hard to beatabout 1

PR is the standard error rate in the backgammon world: how much you lose on average per decision, times 500. The lower the number, the better the play. World-class players get 2 to 5.

The computer's dice

The computer gets random dice exactly like yours, at every level. The level only changes its decisions, never the rolls, and it doesn't know in advance what will come up. More on this: Our dice are fair.

How it thinks

The computer uses a neural network we trained ourselves: first on hundreds of thousands of games against itself, then on millions of positions scored by GNU Backgammon, the strong free backgammon program. At the end of the game, in bearing off, it uses exact tables.

Learn as you play

  • Hint: the three best moves, with arrows on the board.
  • The coach: stops you before a blunder and shows you the options.
  • Odds meter: each side's chance of winning, at every moment.
  • Post-game analysis: the big mistakes, luck and PR, with a replay of every move.

A game where you used a hint or the coach is marked "with help" and isn't rated.

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