More Dice
 Trigammon (Gregg Cattanach): Roll 3 dice, and move all 3. Doubles do not count extra, but for triples you get to move 6 of the number thrown.
 Veto Trigammon (Patti Beadles): Roll 3 dice, and your opponent chooses which 2 form your roll.
 Modified Veto Trigammon (James Eibisch): Roll 3 dice. If you are not on the bar, your opponent chooses which 2 form your roll. If you are on the bar, you decide which 2 form your roll.
 Choice Trigammon: Roll 3 dice, and you choose which 2 form your roll.
 Quadgammon: Roll 4 dice, but ignore any that appear more than once.
 Fairgammon: Roll 4 dice, your opponent chooses 1 die to remove, and then you choose 2 of the 3 remaining as your roll.


Different Dice
 Skewed Dice (Stein Kulseth): Players use a 4sided die and an 8sided die.
 Eskgammon (Peter Bäckgren): Players use a 6sided die and an 10sided die.
 No Sixes (Douglas Zare): Players essentially use two 5sided dice, since 6's are rerolled.
 4Sided Dice: Players use three 4sided dice. Doubles count as triples, and triples count as pents. So rolling 133 lets you move 1, 3, 3, 3, and rolling 222 lets you move 2, 2, 2, 2, 2.
 Duodecagammon (David Moeser): Players use one 12sided die to roll, and can break any roll 2–12 into 3 equal moves or any 2 moves totaling that roll. So a roll of 6 could be played as 5+1, 4+2, 3+3, or 2+2+2.


No Dice
 Gabgammon: Every roll is assumed to be 43.
 No Chance Backgammon (Naim Çagman): Each player rolls one die, and the player with the higher number plays that roll. From now on, each player now changes his die to something different from what his die was and different from what the other player's die is, and plays that roll. Doubles never occur.
 Over and Over: Each player rolls one die, and the players take turns moving that roll over and over until a checker is hit. Then the next player rolls until a nondouble occurs and that player is able to enter a checker from the bar. That roll is used repeatedly until the next checker is hit.
 Domino Backgammon: The dominoes from a double6 domino set are used, with the blanks removed. Three doubles are given to each player randomly, and the nondoubles are divided 87 randomly, with the first player getting 8. A player chooses a domino to play each turn with their men, and turns it over so that it is not used again. After 15 moves, the nondouble dominoes are switched and turned over again for the next 15 moves, and so on. Each double can only be used once per game, and only the smallest double owned but not yet used. When a player uses a double, a nondouble is also turned over to maintain parity.


Blots
 Blocking: Hitting is illegal, so blots count as points.
 Guards: Hitting is illegal, unless hit by multiple checkers on the same turn.
 Immune: Hilling is illegal in your inner board.
 Sudden Death (Fredrik Dahl): A player who hits a blot wins.
 Hit and Die (Cliff Kilt): A player forced to hit a blot loses.
 Pinned: Blots that are hit become pinned, unable to move until the checker above it is moved. The pinning checker can itself be pinned, unless a point of two consecutive checkers of the same color is made.
 Forced Hit: Your opponent can force you to hit a blot, though you retain the choice of which to hit or how many.


Look Ahead
 Look Ahead (Stephen Turner): After moving their checkers, the player rolls their next roll.
 Look Further Ahead: Before moving their checkers, the player rolls their next roll.
 Secret Further Look Ahead: Before moving their checkers, the player rolls their next roll, but does not show the other player.



ReRolling
 RollOver (Edward Collins): Once per game, you can choose to reroll your dice. And once per game, you can choose to force your opponent to reroll their dice.
 Offensive RollOver: Every roll, you have the choice of option of rerolling your first roll of the dice.
 Defensive RollOver (Fredrik Dahl): Every roll, your opponent can force you to reroll your first roll of the dice.
 Offensive Half RollOver: Every roll, you have the option of rerolling one of your dice.
 Defensive Half RollOver (Fredrik Dahl): Every roll, your opponent can force you to reroll one of your dice.
 Joker Cube (Joe Russel): There is an additional joker cube that starts in the center. At first, either player can use it to force their opponent to reroll once, and possession of the joker cube goes to the other person. After that, only the player in possession of the joker cube can force their opponent to reroll.
 Not the Same: Players repeatedly reroll any dice that were part of their last roll.


Starting Configurations
 Nackgammon (Nack Ballard): Both players start with with the usual configuration, except that 1 checker each from the 6point and 13point start on their 23point.
 Quickgammon: All the checkers start one pip closer to home.
 Long Run (Bill Hickey): Both players start with 5 checkers on their 24point, 4 checkers on their 19point, 4 checkers on their 13point, and 2 checkers on their 8point.
 Longgammon (Micheel Strato): Both players start with all 15 checkers on their 24point.


Modify Dice
 Decrement: Players must subtract 1 from one of their dice. So rolling 41 means a player moves either 40 or 31.
 Deuces Wild (Walter Trice): 2's are wild, and can be used as any number, even to make doubles.
 Double Ones: Any roll of a 1 is moved twice. A roll of 11 gives an infinite number of 1's. This is an automatic win for a player in a noncontact situation.
 No Ones: 1's count as 7's.


Others
 Exact Bearoff (Chris Moellering): You must roll the exact number when bearing off.
 Misère (Stein Kulseth): The player that bears their checkers off first loses.
 Damage (Gregg Cattanach): Both players move their opponent's pieces for the first 5 moves of the game, then they play their own. No doubling cube actions allowed during the first 5 moves.
 Backwards (Colin Bell): Backwards moves are possible, and even forced if moving forward is impossible.
 Chase: Both players are moving clockwise around the board, bearing off on their left.
 Poof (Walter Trice): Players must use their lowest roll first, and if they cannot, they do not get the other half of their roll.
 Madgammon (Vadim Madgazin): Any subset of a point can be moved as if they were a single checker.
 Veto: Your opponent can veto one possible move per turn, assuming there is more than one legal move.
 Taxicab: Moves of checkers count not only spaces moved forward but also change in height of points. For example, rolling 31 on your opening roll cannot make your 5point, but can make your 7point from your 8point (2 down and 1 over, and 1 over).
 Half: When a 6 is rolled, a checker moves ½ instead. There is no ½, 6½, 12½, 18½ or 24½ point. Blots can be hit by landing within half of them. Points can be made by landing within half of them. Thus rolling ½½, you can split your back men and move the other two from your 6 and 8points, essentially making the 5 and 7points. 

