Set up the backgammon board (see "How to Set Up a Backgammon Board," under Related eHows).
Step2
Sit opposite your opponent with the board between you.
Step3
Throw a single die to determine who will get to move first. Roll again if both players get the same number.
Step4
Move first according to the roll of the dice if you rolled the higher number, but keep in mind that you must use both dice to determine your first move.
Step5
Number points 1 through 24 starting with the point on the upper right-hand corner farthest away from you.
Step6
Move in a counterclockwise direction, and notice your opponent moving counterclockwise also.
Step7
Move onto open points only; you aren't allowed to move onto points with two or more opposing checkers. Move checkers separately or in pairs.
Step8
Move all the pips shown on the dice. Play the larger number if you can only use one of the two numbers or as many of the doubles.
Step9
Place your opponent's checker on the bar when you hit a blot.
Step10
Commence bearing off when you've moved all of your checkers into the home board quadrant.
Doubling
Step1
Rest the doubling cube on the bar at the beginning of play.
Step2
Propose to double the stake of the game before you take a turn if you think you're well enough ahead to warrant it.
Step3
Win the game if your opponent forfeits the double.
Step4
Continue playing if your opponent accepts.
Step5
Be aware that your opponent may redouble if the game situation changes.
Step6
Note that a gammon doubles or a backgammon triples the stake of the cube.
Tips & Warnings
Rolls of the dice don't count if they land on a checker, land outside of the board or don't land flat.
If both dice come up with the same number on any roll but the first, the player gets doubles and gets to move two times the roll. Getting two sixes means that the player gets four moves of six.
Move any of the checkers you wish, but your ultimate objective is to get them all into the home board.
The player who declines the double the first time loses one point. The stakes are then raised with subsequent redoubles. If a player declines a redouble, he loses two points. If a player declines a third redouble, he loses four points and so on.