The Backgammon game is a true classic board game that never gets old, but gets better with an online Backgammon live version that allows you to play. Download the game and follow the Backgammon rules: Players get 15 game pieces (AKA checkers or draughts) and must roll the dice to move them between 24 points on the Backgammon dice board game based on the numbers received in each dice roll. Backgammon ist eines der ältesten Brettspiele der Welt. Es handelt sich um eine Mischung aus Automatisches Doppel; Ablehnen des Eröffnungswurfes – California Rule Er setzt sich zusammen aus den Wörtern back und gammon (eine veraltete Form des Substantivs game = Spiel) und rührt daher, dass. <
BackgammonIn the world of backgammon John Crawford and Carol Crawford are The rule implies that in an n-point game if either player is ahead and gets to n-1 points. LAWS OF BACKGAMMON. The Game. The game is played by two persons. Thirty men—fifteen of one color and fifteen of another—. Backgammon ist eines der ältesten Brettspiele der Welt. Es handelt sich um eine Mischung aus Automatisches Doppel; Ablehnen des Eröffnungswurfes – California Rule Er setzt sich zusammen aus den Wörtern back und gammon (eine veraltete Form des Substantivs game = Spiel) und rührt daher, dass.
Backgammon Game Rules Backgammon rules VideoHow To Play Backgammon
That player does not roll the dice again; they play the two numbers just rolled on their first turn. Notice that the player who goes first never has doubles on their first turn because ties on the first roll are always broken.
The object in backgammon is to move all of your checkers around the board into your home board and then bear them off. The first player to get all their checkers off the board is the winner.
Q: What is the ace-point? The ace-point is another name for the one-point, the last point you can move your checkers to before bearing them off.
No, you must play your roll if there is any legal way to do so. But the standard game has no such restriction.
A doubling cube is a cubical block, a little larger than a regular die, with the numbers 2, 4, 8, 16, 32, and 64 printed on its faces.
It is sometimes simply called the cube. The purpose is to allow players to bet on the game as they are playing. Q: How do you use a doubling cube?
At the beginning of the game, the doubling cube is placed halfway between the players, either on the bar or at the side of the board, with the number 64 face up.
The 64 means that the stakes have not been doubled yet. That is, either player can make the first double. At any point during the game, a player who thinks he has a sufficient advantage may double the stakes.
He can do this only at the beginning of his turn, before he has rolled the dice. When a double is offered, the opponent may refuse the double , in which case he resigns the game and forfeits the current stakes.
The current stakes is the value of the cube before the double is offered, in this case one point. He places the cube on his side of the board with the number 2 face up.
The number 2 represents the fact that the stakes are now doubled. The position of the cube means that player now owns the doubling cube and only he may make the next double.
If the game later turns around and the player who owns the cube feels he now has an advantage, he may redouble the stakes to 4.
His opponent may refuse and give up the current stakes now two units or he may accept and continue play at quadruple the initial stakes.
There is no limit to the number of doubles and redoubles in a single game, except that no player may double twice in a row.
At the end of the game, the loser pays the winner the value of the doubling cube in whatever units they have agreed to play for. For example, if playing for one dollar a point and the doubling cube shows 4, then the loser pays the winner four dollars.
In the case of a gammon or backgammon , this amount is doubled or tripled. Yes, you can double at the start of any turn.
Some people play that if the two players roll the same number on the first roll of the game, then the doubling cube is automatically turned to 2.
The cube stays in the middle but now the first voluntary double of the game will be offered at 4. If the players roll the same number again, then the cube is turned up another notch, though players often agree to limit the number of automatic doubles to one per game.
Introduction Q: What is match play? When backgammon tournaments are held to determine an overall winner, the usual style of competition is match play.
Competitors are paired off, and each pair plays a series of games to decide which player progresses to the next round of the tournament. This series of games is called a match.
Match play is also popular on backgammon play sites. Matches are played to a specified number of points. The first player to accumulate the required points wins the match.
Points are awarded in the usual manner: 1 for a single game , 2 for a gammon , and 3 for a backgammon.
The doubling cube is used, so the winner of each game receives the value of the game multiplied by the final value of the cube.
Automatic doubles , beavers , and the Jacoby rule are not used in match play. Q: What is the Crawford rule? This one game without doubling is called the Crawford game.
After the Crawford game, the doubling cube is back in play again. The Crawford rule is a standard part of match play. In this example, White and Black are playing a 5-point match.
After three games, White has 4 points, one short of what he needs for the match. During the game, the players try to bring all their checkers into their home board and to bear them off, which means taking them out of the board.
At the beginning of every game, the checkers of both players are placed symmetrically on the board as you can see in the example below.
The white checkers will move clockwise to reach the top right part of the board also called white inner board , while the black checkers move counter clockwise to reach the bottom right of the board black inner board.
The game starts with each player throwing one die. The player with the highest number on his die makes the first move therefore, a game cannot start with a double.
Once all your checkers are inside your inner board, the last part of the game is starting. Consider that your inner board is also composed of gates from 6 to 1 1 being the point on the far right.
If you have checkers on every gate and you roll , it means you can take one checker out from the 6th point and one checker out from the 1st point.
But if you roll for example a 4 without any checkers on this point and still having some on the 6th and the 5th point, you cannot use this roll to bear off a checker and must move it to the 2nd or the 1st point.
In this example, with a roll, black can use the 5 to take out a checker from the 4th point because the 5th and the 6th point are empty.
Direction of movement of White's checkers. Red's checkers move in the opposite direction. Movement of the Checkers. To start the game, each player throws a single die.
This determines both the player to go first and the numbers to be played. If equal numbers come up, then both players roll again until they roll different numbers.
The player throwing the higher number now moves his checkers according to the numbers showing on both dice. After the first roll, the players throw two dice and alternate turns.
The roll of the dice indicates how many points, or pips , the player is to move his checkers. The checkers are always moved forward, to a lower-numbered point.
The following rules apply: A checker may be moved only to an open point , one that is not occupied by two or more opposing checkers.
The numbers on the two dice constitute separate moves. For example, if a player rolls 5 and 3, he may move one checker five spaces to an open point and another checker three spaces to an open point, or he may move the one checker a total of eight spaces to an open point, but only if the intermediate point either three or five spaces from the starting point is also open.
Figure 3. Two ways that White can play a roll of. Hitting and Entering. A point occupied by a single checker of either color is called a blot.
If an opposing checker lands on a blot, the blot is hit and placed on the bar. Any time a player has one or more checkers on the bar, his first obligation is to enter those checker s into the opposing home board.
A checker is entered by moving it to an open point corresponding to one of the numbers on the rolled dice.
For example, if a player rolls 4 and 6, he may enter a checker onto either the opponent's four point or six point, so long as the prospective point is not occupied by two or more of the opponent's checkers.
Figure 4. If you hit a blot , a point occupied by just one of your opponent's checkers, then the opponent's checkers will be placed on the bar.
You should try to hit the blots whenever possible, as long as it helps you move your pieces as close to your home court as possible.
This is a great way to slow down your opponent. Enter your pieces when they are taken out. If a player hits a blot with one of your pieces on it, then you have to place your own checker on your bar.
Your task is now to move that checker back onto the opposing home board. You can do this by rolling the dice and then moving the checker onto an open point on your opponent's home board, if you roll an open number.
If you do not roll an open number, then you lose your turn and you will have to try again on your next turn. This is because you're moving your checker two points over from the bar.
You may not use the sum of the two numbers to choose a space. For example, if you roll a 6 and a 2, you cannot add them and move your piece onto the 8th point.
You can only move your checker onto the 6th or the 2nd point to reenter. Move your other checkers after you have gotten all of your checker s off the bar.
Once you get your checker s off the bar and back onto the board, you can move your other checkers again. If you only had one checker to enter, then you can use the other number that you rolled to move one of your other checkers.
If you can only enter one checker during a dice roll, then you will have to try again on your next turn. If you have more than two checkers on the bar, you can only move your other checkers once all the checkers on the bar are entered.
Part 4 of Understand how to win the game. To win the game, you need to be the first one to bear off, or remove, all of your checkers from the board and into your tray.
To bear off your checkers, you need to roll both dice and use the numbers to move pieces into the tray. The numbers you roll must be exact or higher than the number of spaces needed to remove each piece from the board.
But if you do not have a checker on the 6 point, you can bear it off from the next highest point on your board, such as the 5th or 4th point.
Move all of your checkers into your home court. You can only start bearing off your checkers once they are all in your home court. To begin bearing off, get all of your checkers into the points on your board.
They can be placed on any of these points. Don't forget that your checkers are still vulnerable when they're in your own home court.
After that, you can't continue bearing off until it's back in the home court. Start bearing off your checkers.
When bearing off, you can only bear off checkers that occupy the corresponding point. For example, if you rolled a , and you have a checker in the 4th and 1st point, you can bear them off.
If your roll double sixes and have four checkers on the 6th point, you can bear off all six. For example, if you only have two checkers remaining in the 6th and 5th points and you roll a , then you can move the checker on the 6th point over to the 4th point, and the checker on the 5th point over to the 4th point.
You can use a higher roll to bear off a die on a lower point. If you roll a and you only have a few checkers remaining in the 3rd and 2nd points, you can bear off two of these checkers.
You must move a lower die roll before a higher one even if it means you can't fully use the full value of a die.
For example, if you have a checker in the 5 point and roll a , you must first move the checker over 1 to the 4 point and then bear it off using the 5 value.
Bear off all fifteen of your checkers. If you bear off all fifteen of your checkers before your opponent does, then you have won the game of backgammon.
But not all wins are created equal. Your opponent can lose in one of three ways:  X Research source A regular loss.
This happens if you bore off all of your checkers first while your opponent was trying to bear off his checkers.
Your opponent will lose only the value on the doubling cube. The gammon. If you bear off all of your checkers before your opponent bears off any of his, he is gammoned and loses twice the value on the doubling cube.
The backgammon. If you bore off all of your checkers while your opponent still has checkers on the bar or your home court, then your opponent is backgammon and loses three times the value on the doubling cube.
Play again. Backgammon is meant to be played more than once, since each game is worth a certain amount of points. You can even set a goal to play until the losing player loses a certain amount of points.
If you are playing for fun, you don't have to use the doubling cube because you aren't playing for points. Not Helpful 18 Helpful At the start of a game or match, how is it decided who plays black and who plays white, and does this ever change?
Tournament rules state that disagreements over this and similar preferences can be determined by rolling dice, with the high roller getting his first choice.
Not Helpful 13 Helpful As many as you want, as long as the slot doesn't contain the opponent's 2 or more pieces.
Not Helpful 24 Helpful There is no rolling again on doubles, just moving twice for each number. Not Helpful 22 Helpful Just leave them there.
You can't move them out of your inner table, the only way they can get it is if they're placed on the bar by an opponents man aka checker.
Not Helpful 16 Helpful