Two Ancient Games, Different Worlds

Backgammon and checkers are both ancient board games that have stood the test of time, but they offer fundamentally different experiences. One uses dice; the other doesn’t. One involves racing; the other involves capturing. Here’s how they compare.


Quick Comparison

Feature Backgammon Checkers
Luck element Yes (dice) None
Board 24 points 32 dark squares
Pieces 15 per player 12 per player
Goal Bear off all pieces Capture or block all pieces
Captures Hit (sent to bar, re-enters) Jump (removed from game)
Doubling cube Yes No
Promotion No Man → King
Solved? No Yes (2007)

The Luck Factor

The fundamental difference: backgammon uses dice, checkers doesn’t.

Backgammon

Every turn begins with a dice roll. This means:

  • No two games play the same way
  • Weaker players can beat stronger players in a single game
  • The skill is in decision-making given uncertainty
  • Probability assessment is a core skill

Checkers

No randomness at all. The better player wins:

  • Games between experts repeat similar patterns
  • The game was eventually solved — proven to be a draw with perfect play
  • Skill is in pure calculation and pattern recognition
  • The mandatory capture rule adds forced tactical sequences

Strategic Differences

Backgammon Strategy

  • Risk management — should you leave a blot? What’s the probability of being hit?
  • Race vs. contact — knowing when to simplify and when to fight
  • Doubling cube — a uniquely backgammon concept of raising stakes
  • Multiple strategies — blitz, prime, holding game, back game
  • Pip counting — calculating who’s ahead in the race

Checkers Strategy

  • Forced captures — must jump when possible, creating unique tactical opportunities
  • King promotion — the race to get the first king
  • Center control — placing pieces where they have the most influence
  • The move/opposition — tempo advantage in endgames
  • Back row defense — protecting against enemy promotion

Accessibility and Learning Curve

Backgammon

  • Rules are more complex (hitting, bar, bearing off, doubling cube)
  • 15-20 minutes to learn the basics
  • Strategic depth unfolds gradually
  • Dice keep casual games exciting even without deep knowledge

Checkers

  • Very simple rules (diagonal movement, jumping, crowning)
  • 5 minutes to learn
  • Deceptive depth — simple rules hide complex tactics
  • Without dice to level the playing field, skill differences show quickly

Which Should You Play?

Choose backgammon if you want:

  • Games where anyone can win on a given day
  • Risk assessment and probability as core skills
  • The excitement of dice rolls creating new situations
  • The doubling cube’s psychological dimension

Choose checkers if you want:

  • A pure skill contest with no randomness
  • Tactical calculation as the primary skill
  • A game you can explain in minutes
  • History’s simplest framework hiding genuine depth

Both games have been played for thousands of years because both offer something timeless and compelling. Try both.