The bear-off is the final phase of backgammon: all fifteen of your checkers are home, and now you race to take them off the board before your opponent does. The rules are simple, but the technique is not, and games are won and lost in these last dozen rolls. Here are the rules first, then the technique for both kinds of bear-off.
The first player to bear off all fifteen checkers wins. If the loser has borne off at least one checker, it is a single game; none, and it is a gammon worth double; none plus a checker still on the bar or in the winner's home board, and it is a backgammon worth triple.
Before choosing a bear-off move, ask one question: can I still be hit? If your opponent has an anchor in your home board or a checker on the bar, you are bearing off against contact and safety rules. If every enemy checker has passed yours, it is a pure race and efficiency rules. The two techniques are nearly opposites, and applying the wrong one is a classic leak.
With no possibility of being hit, blots do not matter at all. Your only enemy is wasted pips:
When your opponent holds an anchor in your home board, one careless roll can turn a winning bear-off into a loss, because a hit checker has the whole track to travel while their home board waits for you. The priorities flip:
Bear-off races are the sharpest cube situations in backgammon because the equity swings are calculable. In a pure race, your pip lead drives the decision, and close bear-offs reward exact play more than any other phase. If you are not sure when a race is a double, a take, or a pass, the doubling cube guide covers the standard benchmarks. A surprising share of the equity you can gain as an improving player lives right here.
Bear-off technique is perfect for deliberate practice because every position has a mathematically best play. On Backgammon Battles, the free move-by-move analysis flags every bear-off error and shows the correct play, so wasted pips and unnecessary blots stop being invisible. A week of reviewed endgames tightens your finish noticeably.
Play free ranked matches with provably fair dice, then let the free analysis catch every wasted pip in your bear-off.
Play backgammon freeOnly when all fifteen of your checkers are in your home board. If one is hit during the bear-off, it must re-enter and return home before you can resume.
A die removes a checker from the matching point, and a number higher than your highest occupied point bears off from that highest point. Otherwise you move within your board.
Avoid leaving blots: clear your highest points first, keep an even spread so bad rolls play safely, and skip taking a checker off when it would expose a shot.
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