
Dominoes
Match the pips, block the table

Open a folding walnut board under a warm lamp, roll two dice out of a leather cup and race fifteen ivory checkers home. Hit your opponent's blots, build a wall they cannot pass, and bear off before they do.
Did you like Backgammon?
Backgammon is the oldest race there is, laid out here on a folding board in dark walnut with brass hinges, cream and burgundy felt points and a full set of ivory and ebony checkers. Roll the dice, move two checkers or one checker twice, and run your fifteen men round to your home board and off the far edge. Doubles give you four moves instead of two, and the dice have to be used if there is any legal way to use them.
The board fights back. A point with two or more enemy checkers is shut to you; a point with a single one is a blot, and landing on it knocks that checker onto the bar, where it has to enter again from the top before its owner may move anything else. Six points in a row is a prime nothing gets past. Once every checker is home you start bearing off, taking men from the exact number rolled and, when nothing sits further out, from a lower point with a higher die. Tap a checker to see where it can go, drag it if you prefer, undo anything inside your own turn, and ask for a hint when the roll is awkward.
Play a friend on the same device, or take on the computer at Easy, Normal or Sharp. Easy rolls and shrugs, Normal counts pips and hates leaving blots, and Sharp looks a roll ahead across all twenty-one dice combinations before it commits. Matches run to three, five or seven points, with a gammon worth double and a backgammon triple, and the doubling cube on the bar if you want the swing. A running pip count sits at the top, a score panel tallies the match, and your results are kept in your browser.
In Backgammon, a single checker on its own is a blot, and if your opponent lands on it, it goes to the bar and has to enter again before you may move anything else. Leaving blots is the most common mistake, so where you can, move checkers so that the points you hold have two or more on them, which also shuts those points to the other side. Six points in a row make a prime that nothing gets past, so building blocked points next to each other is a strong plan when the dice allow it.
Keep an eye on the pip count at the top to see who is ahead in the race. Remember that doubles give you four moves, and that once every checker is home you can bear off from a lower point with a higher die when nothing sits further out. Start against Easy, ask for a hint when a roll is awkward and undo freely within your turn while you learn. Normal hates leaving blots and Sharp looks a roll ahead, so move up once the rules feel natural.
Backgammon is a race for two. Each side has fifteen checkers, and the goal is to bring all of them round the board into your home board and then off it before your opponent does. On your turn you roll two dice and move by the numbers shown: one checker for each die, or one checker for both. A double gives you four moves instead of two, and you must use the dice if there is any legal way to do so.
You may not land on a point held by two or more of your opponent's checkers. A point with a single checker on it is a blot, and if you land there, that checker is hit and goes to the bar. A player with a checker on the bar must enter it again before moving anything else. Six held points in a row make a prime that nothing can pass.
Once all fifteen of your checkers are in your home board, you start bearing off: take a checker off from the point matching a die, or from a lower point with a higher die when no checker sits further out. The first to bear off all fifteen wins the game. A normal win scores one point, a gammon two and a backgammon three, and a match runs to three, five or seven points, with the doubling cube if you choose to play with it. On a phone or tablet, tap a checker and then a highlighted point, or drag it. On a computer, Space rolls and confirms your move and U undoes. P pauses and M mutes.
Backgammon is one of the oldest board games still played, a descendant of the race games played with dice and counters in the ancient world, and it remains a fixture of cafes, clubs and family tables. Its mix of luck and judgement is what keeps it going: the dice decide what you may do, but you decide how to use them, and over a match the better player usually comes out ahead.
Kiloo's Backgammon plays the full rules, with entering from the bar, hitting, primes, gammons, backgammons and the doubling cube, on a folding walnut board with felt points and ivory and ebony checkers. It suits newcomers and experienced players alike. While you learn, you can tap a checker to see where it may go, undo anything inside your own turn and ask for a hint, and the Easy opponent is relaxed about its moves. Normal counts pips and avoids leaving blots, and Sharp looks a roll ahead across all twenty-one dice combinations. You can also play a friend on the same device and pick a match length that suits the time you have.
Yes. Backgammon is free to play in your browser on Kiloo. There is nothing to download and no account to create; open the board and roll the dice. Your results are kept in the browser you play in.
Yes. On a phone or tablet you tap a checker and then tap one of the highlighted points to move it, or drag it if you prefer. On a computer Space rolls the dice and confirms your move, U undoes, P pauses and M mutes.
Yes. You can play a friend on the same device, taking turns at the board. If you are on your own, the computer plays at Easy, Normal or Sharp, from a relaxed opponent to one that weighs every dice combination before it moves.
You choose a match to three, five or seven points. A normal win is worth one point, a gammon counts double and a backgammon triple. You can also put the doubling cube in play if you want each game to swing the score further.
You win a gammon when you bear off all fifteen checkers before your opponent has borne off any. If they also still have a checker on the bar or in your home board, it is a backgammon. In Kiloo's Backgammon a gammon counts double and a backgammon triple.
The pip count is the total number of points your checkers still have to travel before they can all be borne off. Backgammon shows a running pip count at the top of the board, so you can see at a glance who is ahead in the race.
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Backgammon
Race, hit, bear off