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

The doubling cube explained: when to double, take or pass

The doubling cube is what turns backgammon from a game of luck into a game of judgement. This guide explains how the doubling cube works, when to offer a double, when to take it and when to pass.

How it works

The cube starts in the middle at 1. Before rolling, you may offer to double the stakes. Your opponent either takes, and the game goes on at twice the value with the cube on their side, or passes and loses the game at its current value.

Only the player who owns the cube can redouble later. A gammon (mars) is worth twice the cube, a backgammon three times.

When to take: the 25% rule

If you pass, you lose 1. If you take, you play for 2: you lose 2 or win 2. Taking is better than passing when you win at least about 1 game in 4 (25%). That is a lower bar than most beginners think: many positions that look bad are still takes.

Gammons change this. If you might lose a gammon, you need more than 25%; if you might win one, you need less.

When to double

Double when you are clearly ahead but your opponent still has a fair chance: a race lead of about 8–10% (see the pip count guide), a strong attack against a blot, or a much better board.

Don’t double too late. If your opponent would pass, you get only 1 point. If you are so far ahead that you might win a gammon, playing on can be worth more: that position is called “too good to double”.

In a match: the Crawford rule

In a match, the cube helps the player who is behind. When one player gets within 1 point of winning, the next game is played without the cube (the Crawford rule). From the game after that, the player who is behind should double early, since they have nothing to lose by it.

The cube on ZAR

Online games on ZAR always use the cube. Against the computer and on one device you can switch it on or off. After the game, the review checks your doubles and takes too.

Play BackgammonBackgammon rules

Free tools

  • ZAR Lens: Backgammon Pip Count & Best Move

    ZAR Lens reads a photo of your backgammon board: get the pip count, the best move for your dice and your chance to win. Free with a sign-in.

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.

  • Bearing Off in Backgammon Without Mistakes

    How to bear off in backgammon without wasting rolls or leaving shots: clear from the back, fill gaps and stay safe against contact. Practise it free.

  • Best Backgammon Opening Moves for Every Roll

    The best backgammon opening move for every first roll, from 2-1 to 6-6, with the reason behind each play. A quick table to learn, then practise free.

More guides

  • Backgammon Strategy for Beginners: 10 Tips
  • Best Backgammon Opening Moves for Every Roll
  • Backgammon Pip Count: How to Count and Use It
  • Bearing Off in Backgammon Without Mistakes
  • 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