The Lobby

Welcome to the Games Lobby

The lobby is the first thing you see when you arrive. It shows all the games currently waiting for players, along with buttons to start your own.

What you can do from here

Along the top, you will find buttons for the main actions. "Play the Computer" starts a solo game against the AI. "New Match" posts a game to the lobby for anyone to join. "Invite" creates a private match with a shareable code or link. "Enter Code" lets you join a game someone else has invited you to.

The games list

The main table shows open matches posted by other players. Each row displays the player's name, match length, game variation, clock speed, cube availability, and how long ago it was posted. Click "Join" on any row to request entry. The match host will be notified and can accept or reject your request.

Filters

Use the dropdown filters above the table to narrow results by variation, match length, or clock speed. Click "Clear" to reset all filters.

Active game banner

If you have an unfinished game, a green banner appears at the top of the lobby with options to resume or abandon it. You can only have one active PvP game at a time.

My Waiting Games

If you have posted a match that nobody has joined yet, it appears in the "My Waiting Games" section above the main table. You can cancel it from there if you change your mind.

Guests

You do not need an account to play against the computer. Just click "Play the Computer" and a temporary guest account is created for you automatically. To play against other people, you will need to log in or register.

Playing AI

Starting a game

Click "Play the Computer" on the lobby page. A settings panel opens where you can customise your game before starting.

Difficulty levels

There are four difficulty settings to choose from:

  • Easy - makes random legal moves. Good for learning the basics.
  • Medium - uses a simple strategy with basic positional awareness.
  • Hard - evaluates board positions using multiple factors including pip count, anchoring, and blot exposure.
  • Tough - the strongest level, with deeper evaluation and an opening book of known best first moves.

Game variations

Four backgammon variants are available:

  • Standard - classic backgammon with the traditional starting setup.
  • Nackgammon - a variation by Nack Ballard with two extra checkers on the bar for each player, creating a more complex opening.
  • Hypergammon - each player starts with only three checkers, making for much shorter, faster games.
  • Tavla - Turkish backgammon with a different starting layout and movement direction.

Clock

Set a time limit for each move if you want to practise under pressure. Choose from Off (no limit), Slow, Normal, or Fast. If you run out of time, the game counts as a loss.

Match length

A single game is the default. Set a higher match length (3, 5, 7, up to 15 points) to play a proper match where the first player to reach the target wins. The doubling cube and gammon/backgammon multipliers all count towards the match score.

Hints

Turn on hints to get AI suggestions during the game. Choose how many hints you want per game (1 to 4). When hints are enabled, a "Suggest Move" button appears on the board. Click it to see gold arrows showing the recommended play. Using hints reduces the points you earn from winning, so use them wisely.

During the game

The opening roll happens automatically. Both dice are rolled and the higher die wins. From there, click "Roll Dice" to take your turn (or enable Auto Roll to skip this step). Click a checker to see its legal moves highlighted, then click the destination to move it. Confirm your turn when you are happy with your moves, or use the undo button to take them back.

Create a Match

Posting a game to the lobby

Click "New Match" to create a PvP game. Your settings panel lets you configure the match before posting it. Once posted, your game appears in the lobby table for other players to see and join.

Match settings

You can set the game variation, clock speed, match length, hint allowance, whether the doubling cube is available, and your preferred colour (white, black, or no preference).

Visibility

Choose between Public (anyone can see your game in the lobby and request to join) or Private (only players with the invite code can find it).

Waiting for an opponent

After posting, your game appears in the "My Waiting Games" section. The lobby polls automatically every few seconds, so you will be notified as soon as someone requests to join. You can accept or reject their request.

Match expiry

If nobody joins within the timeout period (usually 5 minutes), the match is automatically removed from the lobby. You can always post a new one.

Invite Friends

How invitations work

Click "Invite" on the lobby page to create a private match. After choosing your settings and posting, you will see an 8-character invite code and a direct link.

Sharing the invite

Two buttons make sharing easy. "Copy Code" copies the 8-character code to your clipboard, which your friend can enter manually. "Copy Link" copies a direct URL that takes your friend straight to the game. Send either one via WhatsApp, email, text, or any messaging app.

What your friend sees

When they click the link or enter the code, they land on the join page where they can see the match details (variation, clock, match length). If they are logged in, they join straight away. If not, a guest account is created for them automatically, so there is no friction.

Guest accounts

Friends who join as guests can play the full game with no limitations. After the game, they are offered the chance to convert their guest account into a permanent one, keeping all their game history and stats.

Accept an Invite

Joining via a link

If someone sends you an invite link, just click it. The join page loads with the match details visible. Click "Join Game" and you will be taken straight to the board.

Joining via a code

If you have an 8-character code instead of a link, click "Enter Code" on the lobby page. Type or paste the code into the field and click "Join". The code is not case-sensitive.

No account needed

You do not need to register to join a game. If you are not logged in, a guest account is created for you silently. You get a temporary name and can start playing immediately.

After the game

Once the game finishes, you will see a results page with your stats and analysis. If you played as a guest, a form is offered to convert your account into a full user. This keeps your game history, stats, and analysis attached to your new username.

The Cube

What is the doubling cube?

The doubling cube is a standard part of competitive backgammon. It starts in the centre with a value of 1. During the game, either player can propose to double the stakes before rolling. The opponent must accept or concede.

How it works

On your turn, before you roll the dice, you can click the doubling cube button to offer a double. Your opponent sees a banner with the option to accept or decline. If they accept, the cube value doubles and they take ownership of it. Only the cube owner can propose the next double.

Declining a double

If your opponent declines your double, the game ends immediately and you win at the current cube value. This is often the right choice for the opponent if their position is very weak.

Stakes and scoring

The cube multiplies all scoring. A normal win with the cube at 4 is worth 4 points. A gammon at 4 is worth 8 points. A backgammon at 4 is worth 12 points. In a match, these multiplied values count towards the match score.

Crawford rule

In match play, the Crawford rule applies. When one player is exactly one point away from winning the match, the next game is played without the doubling cube. After that Crawford game, the cube returns for any remaining games. This prevents the trailing player from immediately doubling to "catch up" when they have nothing to lose.

AI and the cube

When playing against the computer, the AI will decide whether to accept or decline your doubles based on the board position. The AI can also double you, and you will see a banner asking you to accept or decline.

PvP and the cube

In player-versus-player games, doubling works the same way but through the polling system. When you offer a double, your opponent sees it on their next poll cycle (within a few seconds). They respond, and the game continues.

Custom Board and Checkers

Theme picker

During any game, a panel on the right side of the board lets you change the look of your game. Two sections are available: Board and Checkers.

Board themes

Click any board swatch to instantly change the board colours. Several colour schemes are included, ranging from classic wooden tones to bold modern palettes. The change is immediate and your preference is saved for future games.

Checker themes

Below the board swatches, the checker section offers different colour combinations for your playing pieces. Each option shows both player colours side by side. Click to apply.

Saved preferences

Your chosen board and checker themes are saved to your account. They carry over to every game you play, whether against the computer or another player. Guests get default themes until they create an account.

Game Stats

Result page

After every game, a detailed results page shows how you performed. The left column displays basic stats like the game outcome, points earned or lost, and match score (if applicable).

Analysis tabs

The right side of the results page has three tabs:

  • Game Analysis - overall statistics including total moves, forced moves, checker play breakdown, and per-player comparisons.
  • Move Quality - rates your decision-making with an error rate score. Highlights blunders and shows how close your moves were to the best possible play.
  • Luck & Skill - separates the luck of the dice from the skill of your choices. A verdict line summarises whether you won through skill, luck, or a combination.

Automatic analysis

For shorter games (under 80 moves per side), all three analysis phases run automatically when the game ends. For longer games, you can trigger the analysis manually using the "Run Analysis" button on each tab.

Replay viewer

Click "View Replay" on the results page to step through your game move by move. Each event in the replay has a coloured dot showing the move quality: green for good, yellow for acceptable, red for a blunder, and grey for forced moves. Hint events are shown with a gold dot.

Profile statistics

Your profile page (Dashboard > Profile) shows your overall record, rating, points, and an activity heatmap of your recent games. Rolling averages from your last 20 games give a picture of your current form.

Achievements

What are achievements?

Achievements are badges you earn by reaching milestones and pulling off notable feats during your games. They are displayed on your profile under the Achievements tab, arranged as a grid of cards. Each one has a title, a description of what is required, and a rarity rating.

How to view your achievements

Click "Profile" in the top nav bar, then choose the "Achievements" tab. At the top you will see a summary showing how many you have earned, how many are in progress, and the total available. Below that, the full grid is displayed.

Progress tracking

Most achievements show a progress counter such as "7 / 20" so you can see exactly how close you are. Achievements that are in progress but not yet earned show a thin gold bar along the bottom of their card. Once you hit the target, the card lights up in gold with a tick mark and shows when you earned it.

Filtering achievements

Two rows of filter buttons sit above the grid. The first row filters by status: All, Earned, In Progress, or Locked. The second row filters by category, so you can focus on a particular type such as Streaks, Variants, or Social achievements.

Rarity

Every achievement has a rarity level shown as a small badge on its card. From most to least common: Common, Uncommon, Rare, Very Rare, and Legendary. Rarity reflects how challenging an achievement is to earn, so Legendary badges are something to be genuinely proud of.

Categories

Achievements are grouped into seven categories. Gameplay covers basic milestones like games played and wins. Streaks rewards consistency, such as winning several matches in a row or playing every day for a week. Rating tracks your point score as it climbs. Social recognises playing against lots of different opponents or building rivalries. Special covers unusual in-game feats. Variants rewards playing and winning across different game types. Tournament achievements unlock through competitive play.

Hidden achievements

A small number of achievements are hidden. They do not appear in the grid until you earn them, so they are a surprise when they unlock. The summary bar shows a count of how many hidden achievements exist so you know to look out for them.

Tips for earning achievements

Some achievements happen naturally just by playing regularly. Others require specific conditions, such as winning without hitting any opponent checkers, or keeping your opponent on the bar for five turns in a row. Reading the description on each card tells you exactly what you need to do. If an achievement is at 0 progress, it is waiting for the right moment in a game rather than counting up gradually.

Rules Help

Getting started

The quickest way to start is to click "Play the Computer" on the lobby page. No account is needed. Choose your settings and click "Start Game" to begin.

Keyboard and mouse

All interaction is through mouse clicks (or taps on mobile). Click a checker to see where it can move, click the destination to place it, and click the confirm button when your turn is complete.

Backgammon rules

Each player has 15 checkers and takes turns rolling two dice. Move your checkers around the board towards your home area. Once all your checkers are in your home area, you can start bearing them off. The first player to bear off all their checkers wins.

Key rules to remember: you must use both dice if possible. If a point has only one opposing checker (a blot), landing on it sends that checker to the bar. A player with checkers on the bar must re-enter them before making any other moves. Points with two or more opposing checkers are blocked and cannot be landed on.

Winning types

  • Normal win - one player bears off all their checkers. Worth 1 point (times cube value).
  • Gammon - one player bears off all their checkers while the opponent has not borne off any. Worth 2 points.
  • Backgammon - one player bears off all their checkers while the opponent still has a checker on the bar or in the winner's home board. Worth 3 points.

Contact and feedback

Backgammon UK is a hobby project and community resource. If you spot a bug, have a suggestion, or just want to say hello, use the feedback options available on the site.