Backgammon Alternative Rules: Fresh Ways to Play
Backgammon has been around for thousands of years - long enough that the "standard" version we all know and love is now just one thread in a much bigger story. The rules most people play today are the modern tournament version - 15 checkers, two dice, and a doubling cube.
But if you've played for years, you already know how familiar it gets. Same openings. Same cube races. The same double six that saves or ruins everything.
So it's little wonder that players started experimenting. They wrote their own rules, created new setups, and even built spin-offs for the game - all still recognizable as backgammon just with a different heartbeat.
That's what this piece is about - alternative rules and lesser-known variations that give the game new life. Not house rules made up over a beer, but structured alternatives used in clubs, online platforms, and teaching sets.
And if you're new or rusty, you can always go back to basics first to refresh your memory before you start changing things up a bit.
Exploring Alternative Backgammon Rules
Standard backgammon, as set out by the WBGF and the US Backgammon Federation, is already a tight design. Every move has weight. Every dice roll has a consequence. Still, the game's simplicity makes it flexible - small rule tweaks can completely change rhythm and risk.
A few of the most long-planned alternative rules were developed by long-time teacher and tournament player Phil Simborg. His list of ideas has been adopted by clubs worldwide.
The Simborg Rule
Players cannot make a point on their first turn, and a 6-5 can't be used to sprint both backward and forward. It's a small restriction, but it stops early runaway leads and forces more contact play. Opening moves become less scripted, more creative.
The Roll-Over Option
Each player gets one chance per game to re-roll their dice - but only before the doubling cube has been turned. Used well, it balances luck without slowing play. Used poorly, it's gone when you really need it.
No Doubles in Pure Races
Once the checkers stop hitting and the race begins, doubles only count once (so a 6-6 is worth 12 instead of 24). Some clubs use it to level the late-game variance; others argue it flattens excitement. Either way, it makes luck less brutal.
Handicap Rules
For uneven matches, players often use simple handicaps.
- Let the newer player start with one extra point made.
- Give the newer player control of the cube at 2 before the first roll.
- Allow them to double once automatically during play.
Unique Backgammon Alternatives to Try
Beyond small tweaks, there are full-scale variants - officially recognized and played regularly, and with rules that change strategy completely.
Nackgammon
Invented by world champion Nick Ballard, Nackgammon looks like standard backgammon until you notice where the back checkers start - instead of two on the 24 point, you now have four - an extra pair sitting deeper in your opponent's home board.
The simple change slows the opening down. Blitzes become harder. Prime-building becomes even more important. The early game stretches give both sides more chances to counter and recover.
Ballard designed it to reduce "lucky wins" - the games where one big roll decides everything - and to make back play more strategic. It worked. Many serious players now use Nackgammon as a study tool to improve positional play and timing.
In online play, you often see Nackgammon listed as its own mode on platforms with slightly adjusted cube values to account for its slower tempo.
Hypergammon (and the even wilder Super-Hypergammon)
Now spin the opposite direction. Hypergammon gives each side just three checkers- one on the 24, one on the 23, and one on the 22.
It's fast, ruthless, even. You can lose in five moves if you misjudge a roll. That's why it's used by advanced players for training cube judgment and probability instincts.
Then there's Super-Hypergammon, which takes it down to two checkers per player. It's barely a minute long, but every decision counts double. Think of it as backgammon distilled - just you, the dice, and no space to hide.
Plakoto, Fevga, and Portes - The Greek Trio
In Greece, backgammon is a social ritual. They call the set "Tavli," and it includes three games in rotations: Plakoto, Fevga, and Portes.
- Plakoto: land on an opponent's checker and trap it underneath yours. That piece can't move until you lift off. Brutal if you time it right.
- Fevga: hitting off the table completely - it's about blocking, pacing, and lane control.
- Portes: Closer to the western version, quick, straightforward, and often used to start the session.
Play all three back to back and you'll realize just how different the game can feel when the rules tilt slightly. Strategy shifts. Instincts reset.
Takheteh and Narde
Head east, and the game changes again. In Iran's Takheteh and Russia's Narde, the setups mirror each other—and in most versions, you can't hit at all.
That single change transforms the game. No blitzing, no knockouts. Every move becomes about space, rhythm, and racing efficiently. It's slower but mentally heavier.
LongGammon
A quieter cousin: LongGammon stretches the board's logic by spreading the starting checkers wider. It removes early hitting options and makes the whole thing feel deliberate. More strategic. You can't rush it; you plan three rolls ahead and hope your timing doesn't collapse.
It's niche but worth a try if you love long positional games.
Choutte - When Two Players aren't Enough
Then there's Chouette, the classic multiplayer format. Born in France, it's now a go-to club game for groups of three or more.
Here's how you play it.
- One player is the Box - the solo challenger (usually the highest roller)
- The rest are the Team.
- The Captain (who rolls the second highest) rolls for the team, consulting with teammates before moving the checkers.
- Each player keeps their own cube and stake.
Win or lose positions rotate - if the Box wins, they stay in, if not, the winning Captain becomes the next Box.
Some clubs use consulting counters where the Team can talk through moves openly. Others run non-consulting games - silent tension, no help once the dice are rolled.
It's loud, messy, full of laughter, groans, and is perfect for learning under pressure.
Refreshing Your Game with Different Rules
Trying new rules isn't about fixing backgammon - it's about waking it up a little.
When you've played the same setup for years, you start moving on autopilot. The hand knows what to do before the head does. But one small tweak, one flipped rule, and suddenly you're paying attention again.
That's the point - shaking off routine.
Ease Into It
You don't need to rebuild the whole game.
Pick one variation and live with it for a bit. Run ten games with the Simborg Rule or swap in Nackgammon for a week.
If you jump between formats every round, nothing sticks. You want to feel the shift. You want to see how contact lasts longer, how the cube changes timing, and how risk feels different.
- The Simborg Rule keeps early plays sharp.
- Hypergammon tests nerves and cube control.
- Plakoto or Fevga slows you down, forcing patience instead of panic.
Stick with one until it teaches you something. Then move on.
Write It Down Before You Roll
You don't need a rule book. Just grab a scrap of paper and jot down what you've agreed on: what you're testing tonight, what counts as contact, and when you call a re-roll. That's enough.
That little note saves friendships and retains integrity in gameplay.
Because if it's not written down, someone will remember it differently once the dice turn against them, or forget what variation or rules you're playing. The WBGF and USBGF both say the same thing - agree on your rules, because mid-game arguments are boring.
Pay Attention to What Changes
Play a few sessions and notice what actually happens.
You don't need a spreadsheet, just small notes.
- Did the no-doubles rule make the race fairer or just flatter?
- Did backgammon drag or finally test your timing?
- Did the rollover option save you or ruin you?
That's what the US Backgammon Federation calls "reflective play." - noticing your habits, not just your luck. Sometimes, a tweak fixes what bores you, but other times, it reminds you why the classic rules work. Either way, you learn something.
Play Across Skill Levels
If your group mixes beginners and old hands, alternative rules help level things out. Give the newer player a small head start - maybe one point before rolling or the first rights on the cube.
You'll see the dynamic change. Stronger players stop relying on habit, weaker ones get room to breathe. It's not about pity, it's about keeping each player switched on.
Try It Out Before The Next Meet
If you're curious about a new rule, test it in a few quick solo games first.
Just set up a board, physical or digital, and see how it feels. You'll know fast if it works.
If a rule drags online, it'll crawl in person.
If it flows, bring it to your next match and see how people react.
That's how the new "house rules" state. Someone brings something small, and by the end of the night, it's just how you play.
Know When to Go Back
Some rules land. Some don't.
You might love Hypergammon for a while and then miss the chaos of regular play. Or Fevga might be your passion, bringing calm to your gameplay before you start itching for a hit again.
And that's fine. Just go back.
The whole point of experimenting is to see the old game differently. Once you've done that, even the lassi setup feels new again.
Creative Twists on Classic Backgammon
You don't need a new board to make the game feel new. A few small, agreed tweaks will change pace pressure and what "good" looks like - without losing backgammon's core.
Use the Cube Differently
Most groups either forget the cube or overuse it. Try tightening the rules for one night.
- Jacoby (in money play only): gammons; backgammons don't count unless the cube has been turned. It cuts "free" gammon swings and pushes earlier cube action.
- Crawford (in match play): when a player hits match point, the next game is played without the cube - then it comes back. Standard in tournaments; great discipline builder at home.
These aren't wild variants - they established conventions. Use them intentionally, and you'll feel the strategy change fast.
Add a Clock (lightly)
Backgammon thrives with a bit of time pressure. A simple delay clock keeps the flow: think 12-second delay per move with the reserve bank; it's common in modern-day events, and keeps matches moving.
You don't need to go into full tournament mode—just agree on "we're playing timed tonight." It sharpens decisions and stops the endless re-reads of the same position.
Pick One "Luck Control" Tweak
If your group wants less swingy endings or fewer "joker" starts, try one of these - one at a time, not all together.
- No doubles in pure races: once there's no contact, doubles count once (so 6-6=12). It flattens late variance and rewards earlier, cleaner play.
- Roll-over (one per player): before any cube action, each player may reject a single roll (or make the opponent re-roll, depending on the house wording). Used sparingly, it smoothes extremes without killing tension.
Make Multiplayer Sharp
Running a choutte? Decide your consulting policy upfront:
- Non consulting until a player's cube is live.
- Full consulting from the start for teaching nights.
Document the choice once, play once a night without debate.
Set Up Purposeful Props
Want focused training without playing a full match? Start from a fixed position - a known back game, a 5-point prime vs anchor, a key bear off. Play the position multiple times with different dice and cube timings. It's a club staple because it isolates skills you actually want to improve.
A quick note: whatever you try, write it all down first - the tweak, when it's applied, and how the cube behaves. Keep it safe to avoid mid-game arguments and to get cleaner data on whether the twist is worth keeping or not.
Remember, there's no right or wrong way ot change up your game, just do whatever you enjoy and helps keep your skills sharp.
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