Same board, same 15 checkers, same goal — but tavla and backgammon aren't quite the same game. Here's every rule difference, the shared history, and a guide to related variants like nardi, portes, plakoto, and fevga.
Tavla (Turkish: tavla) and backgammon are regional names for essentially the same ancient board game. Both use a board with 24 triangular points, 15 checkers per player, and two dice. The goal is identical: move all your checkers into your home board and bear them off before your opponent does.
The game has been played for at least 5,000 years across Mesopotamia, Persia, the Roman Empire, and medieval Europe. The name "backgammon" likely derives from Middle English baec gamen ("back game"), while tavla comes from the Latin tabula ("board" or "table"). In Greece it's tavli, in Iran takhte nard, in Armenia nardi.
Despite the shared ancestry, regional rule variations developed over centuries. The differences are small but meaningful — particularly around the opening roll, the doubling cube, and scoring.
| Rule | Backgammon (Western) | Tavla (Turkish) |
|---|---|---|
| Board & setup | 24 points, 15 checkers each, standard starting position | Identical board and starting position |
| Opening roll | Each player rolls one die; higher number goes first, using that combined roll | Varies — some circles use the same rule; others have both players roll two dice, with higher total going first and re-rolling for their opening move |
| Doubles on opening | Not possible (each player rolls one die, so ties re-roll) | Same under the one-die-each rule; under the two-dice variant, doubles are possible on the first turn |
| Hitting & bar | Landing on a single opponent checker (blot) sends it to the bar; must re-enter in opponent's home board | Identical |
| Bearing off | Must use exact numbers or higher if no checker is on a higher point | Identical in standard tavla; some informal rule sets differ on overshoot handling |
| Doubling cube | Yes — integral to competitive play since the 1920s | Traditionally no; adopted in some modern competitive circles |
| Gammon | Win before opponent bears off any checker = double stakes | Called mars — same rule, double stakes |
| Backgammon | Win while opponent still has checkers on the bar or in your home board = triple stakes | Called mars-üç (triple mars) in some circles; not universally applied |
| Match format | First to N points (e.g., 7-point match) with Crawford rule | Often played as a series of individual games; match-point format less common in casual play |
The biggest practical difference between tavla and backgammon is how the first turn works.
In Western backgammon, each player rolls a single die. The player with the higher number goes first and uses the combined result (e.g., you roll 5, your opponent rolls 3 — you go first and play a 5-3). Ties are re-rolled. This means doubles are impossible on the opening roll, since the two dice come from different players.
In tavla, the more common convention in Turkish coffeehouses is the same one-die-each rule. However, some variants have both players roll two dice simultaneously, with the higher total going first — and that player re-rolls for their actual opening move. Under this variant, doubles on the opening turn are possible, which changes the opening theory significantly (double-3s, for example, let you make both the 5-point and 3-point immediately).
In competitive international play (USBGF, World Backgammon Championship), the one-die-each rule is standard. Most online platforms, including this one, follow that convention.
Play from the starting positionBearing-off rules are identical in standard tavla and backgammon: once all 15 checkers are in your home board (points 1–6), you remove them using your dice rolls. If you roll a number higher than the highest occupied point, you bear off from the highest point instead.
The only divergence appears in some informal tavla house rules, where a player must use the exact number to bear off each checker — no overshooting allowed. This makes the bear-off take longer and slightly favours the player with a more evenly distributed home board. If you're playing tavla casually, clarify this rule before starting.
Play: bear-off race — standard rulesThe doubling cube is the single biggest gameplay difference between Western backgammon and traditional tavla.
Invented in 1920s New York gambling clubs, the cube lets either player propose to double the stakes during the game. The opponent can accept (and take ownership of the cube, gaining the right to redouble later) or decline (and forfeit the game at the current stakes). This mechanism adds a layer of pure skill — cube decisions involve no dice and reward probability estimation.
Traditional tavla does not use the doubling cube. Games are played at fixed stakes (or for no stakes at all). This simplifies the game but removes a major strategic dimension. Without the cube, there's no mechanism to resign a clearly lost game gracefully — you must play it out to the end.
In modern competitive play, including most tournaments in Turkey itself, the doubling cube has been widely adopted. If you're serious about improving at either game, learning cube strategy is essential — it's estimated to be worth 15–20% of a strong player's edge.
Both games reward you for winning decisively, but the terminology differs:
| Result | Backgammon Term | Tavla Term | Stakes |
|---|---|---|---|
| Normal win | Single game | Normal | 1× |
| Win before opponent bears off | Gammon | Mars | 2× |
| Win while opponent has checker on bar or in winner's home | Backgammon | Mars-üç | 3× |
The strategic implications are identical: when you're threatening a mars/gammon, the doubling cube (if used) becomes extremely powerful, because a gammon at 2× stakes scores 4 points instead of 2. This is why learning to measure your winning chances accurately matters so much.
If you're used to tavla without the doubling cube and want to improve your competitive game, the cube is where the biggest gains live. Start by learning the 25% take point and Woolsey's Law — covered in our doubling cube guide.
Backgammon and tavla are just two names for the most common variant. The same board supports many other games across the Mediterranean, Middle East, and Central Asia:
The Greek equivalent of standard backgammon/tavla. Rules are essentially identical to Western backgammon, including hitting, bearing off, and (in tournaments) the doubling cube. Often played as part of a tavli set alongside plakoto and fevga.
All 15 checkers start stacked on the 24-point (your opponent's 1-point). Instead of hitting, you trap an opponent's single checker by landing on it — the trapped checker cannot move until yours leaves. No bar is used. Creates very different strategic dynamics around blocking and timing.
All checkers start on one point, and both players move in the same direction around the board. No hitting allowed — you block by occupying points. The first player to bear off all checkers wins. Known as moultezim in Turkish. Strategic focus is entirely on creating blockades.
Popular in the Caucasus, Iran, and Central Asia. Similar to fevga — no hitting, both players move in the same direction. All 15 checkers start on the 24-point. The key rule: you cannot block all six points in your home board, ensuring the opponent always has at least one entry. Very strategic, with a focus on pure racing and blockade construction.
Popular among US military personnel since WWII. When you roll 1-2 (acey-deucey), you play the 1-2, then choose any doubles you want, then roll again. This extra power makes acey-deucey far more volatile than standard backgammon — and a favourite in barracks around the world.
Invented by Nack Ballard, one of the world's top backgammon players. The starting position shifts two checkers from the midpoint (13) to the opponent's 2-point (23) and one to the opponent's 3-point (22), creating more back-game potential and fewer racing starts. Favoured by experts who want longer, more complex games.