ZARBACKGAMMONZAR Backgammon
New game
ZAR

Coins and Diamonds are for entertainment only and have no cash value.

LearnGuidesZAR LensLeaderboard
Fair diceTerms of servicePrivacy policyHelpContactReport content

© 2026 ZAR Backgammon · zar_team@zar-backgammon.com

Backgammon guides

Bearing off in backgammon without mistakes

Bearing off is the last part of every game, and small mistakes here lose games that were already won. This guide shows how to bear off in backgammon efficiently, and how to stay safe when your opponent still has checkers back.

The rules in short

You can bear off only when all 15 checkers are in your home board. A die takes off a checker from the matching point. If the die is higher than your farthest checker, you take that checker off; otherwise you must play the number inside the home board.

When there is no contact

Take a checker off whenever you can: that is almost always best. When a number can’t take one off, move a checker to fill an empty point rather than piling onto a crowded one, so that every later number has something to bear off.

Avoid stacking on the low points (1, 2 and 3). Checkers there waste high numbers: a 6 that bears off a checker from the 1-point wastes 5 pips.

When your opponent still holds a point

If your opponent has an anchor in your home board or a checker on the bar, safety comes first. A blot left now can be hit and sent around the whole board.

Clear points from the back (the highest first), keep an even number of checkers on your highest points, and don’t open gaps that leave you a blot next turn. Taking one checker less is fine if it keeps you safe.

Saving the mars

If you are losing the race badly, your goal changes: bear off at least one checker before your opponent finishes, and you lose 1 point instead of 2 (a mars). Bring your last checkers home by the quickest route, even if it leaves your home board messy.

Play BackgammonBackgammon rules

Read next

  • Backgammon Pip Count: How to Count and Use It

    How to count pips in backgammon quickly, what the pip count tells you, and the 8-9-12 rule for doubling in a race. Simple steps, then a free game.

  • Doubling Cube Explained: When to Double or Take

    How the doubling cube works in backgammon: when to offer a double, when to take or pass, the 25% rule and the Crawford rule in matches. Try it free.

  • Backgammon Strategy for Beginners: 10 Tips

    Ten simple backgammon strategy tips for beginners: which points to make, when to hit, when to run and how to stay safe. Try them in a free game.

More guides

  • Backgammon Strategy for Beginners: 10 Tips
  • Best Backgammon Opening Moves for Every Roll
  • Doubling Cube Explained: When to Double or Take
  • Backgammon Pip Count: How to Count and Use It
  • Gulbara Strategy: How to Block and Win
  • Plakoto Strategy: Pinning and the Mother Checker
  • Backgammon Terms in English and Bulgarian
  • History of Backgammon and Tabla in the Balkans
  • How to Play Backgammon: Step-by-Step Guide
  • Backgammon Rules for Beginners in Short
  • Backgammon vs Gulbara vs Plakoto: Differences
  • Play Backgammon Against the Computer: Tips