Backgammon game instructions
If you roll a number for which there is no checker on the related point, you must make a legal move using a checker on a higher-numbered point. For example, if you roll a three and all of your checkers are on the fourth point or higher, you must move one of them forward three points. If no such move is possible, you must remove a checker from the highest possible point. You are never required to bear off if another legal move is available.
Backgammon can be played as a series of games, with players competing to reach a certain number of points to win. Once you learn how it is easy to use a Backgammon doubling cube. The first player to move all 15 checkers from their starting position to off the board wins the game. Actively scan device characteristics for identification. Use precise geolocation data. Select personalised content. Create a personalised content profile. Measure ad performance. Select basic ads. Create a personalised ads profile.
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In This Article Expand. Choosing the First Player. Moving Checkers. A board with the checkers in their initial position. An alternate arrangement is the reverse of the one shown here, with the home board on the left and the outer board on the right. Figure 2. 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. A player who rolls doubles plays the numbers shown on the dice twice.
A roll of 6 and 6 means that the player has four sixes to use, and he may move any combination of checkers he feels appropriate to complete this requirement.
A player must use both numbers of a roll if this is legally possible or all four numbers of a double. When only one number can be played, the player must play that number. Or if either number can be played but not both, the player must play the larger one.
When neither number can be used, the player loses his turn. In the case of doubles, when all four numbers cannot be played, the player must play as many numbers as he can. 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. Figure 4. Figure 5. White rolls and bears off two checkers. If a checker is hit during the bear-off process, the player must bring that checker back to his home board before continuing to bear off.
The first player to bear off all fifteen checkers wins the game. Doubling Backgammon is played for an agreed stake per point. Each game starts at one point. During the course of the game, a player who feels he has a sufficient advantage may propose doubling the stakes. He may do this only at the start of his own turn and before he has rolled the dice.
A player who is offered a double may refuse , in which case he concedes the game and pays one point. Otherwise, he must accept the double and play on for the new higher stakes.
A player who accepts a double becomes the owner of the cube and only he may make the next double. Subsequent doubles in the same game are called redoubles. If a player refuses a redouble, he must pay the number of points that were at stake prior to the redouble. Otherwise, he becomes the new owner of the cube and the game continues at twice the previous stakes.
There is no limit to the number of redoubles in a game. Gammons and Backgammons At the end of the game, if the losing player has borne off at least one checker, he loses only the value showing on the doubling cube one point, if there have been no doubles. However, if the loser has not borne off any of his checkers, he is gammoned and loses twice the value of the doubling cube.
Optional Rules The following optional rules are in widespread use. Automatic doubles. If identical numbers are thrown on the first roll, the stakes are doubled. The doubling cube is turned to 2 and remains in the middle. Players usually agree to limit the number of automatic doubles to one per game. When a player is doubled, he may immediately redouble beaver while retaining possession of the cube. The original doubler has the option of accepting or refusing as with a normal double.
The Jacoby Rule. Gammons and backgammons count only as a single game if neither player has offered a double during the course of the game.
This rule speeds up play by eliminating situations where a player avoids doubling so he can play on for a gammon. Irregularities The dice must be rolled together and land flat on the surface of the right-hand section of the board. The player must reroll both dice if a die lands outside the right-hand board, or lands on a checker, or does not land flat. A turn is completed when the player picks up his dice. If the play is incomplete or otherwise illegal, the opponent has the option of accepting the play as made or of requiring the player to make a legal play.
A play is deemed to have been accepted as made when the opponent rolls his dice or offers a double to start his own turn. This rule is generally waived any time a play is forced or when there is no further contact between the opposing forces. Common Questions: Q: Who goes first? Q: What is the object of the game? Yes, if you hit a checker, you are allowed to run your hitter to safety.
Q: What is a doubling cube? So a roll of a 5 and 2 would allow the rolling player to move one piece 2 points and another piece 5 points.
Alternatively, that player may move 1 piece 7 points. Rolling 2 of the same number allows that player to move 4 times. For example, a roll of 2 and 2 allows that player to move a total of 8 points, although each piece being moved must travel 2 points at a time.
Once a player moves a piece 1 point past the edge of the board, it is removed from the game. A player wins once all of their pieces are removed from the board. If you want to learn how to get your pieces off of the board so you can win, keep reading the article! Did this summary help you? Yes No. Log in Social login does not work in incognito and private browsers. Please log in with your username or email to continue. No account yet? Create an account. Edit this Article. We use cookies to make wikiHow great.
By using our site, you agree to our cookie policy. Cookie Settings. Learn why people trust wikiHow. Download Article Explore this Article parts. Tips and Warnings. Things You'll Need. Related Articles. Article Summary. Part 1. Understand the backgammon board. Backgammon is played on a board that consists of 24 narrow triangles that are called points. The triangles alternate in color and are grouped into four quadrants of six triangles each. There are four types of quadrants: the player's home board and outer board, and the opponent's home board and outer board.
The intersection of these four quadrants, the middle of the board, is separated by a ridge called the bar. Each player's home board is positioned on the right quadrant closest to the player.
The home boards are opposite each other, and so are the outer boards, which are located in the left quadrant. The player moves his checkers from the direction of the other player's home board in a horse-shoe like direction, moving counterclockwise.
The triangles are numbered from in most of the Backgammon boards, with the 24th point being the furthest point from the player, and with 1 being the right most triangle on the player's home court.
The players must move their pieces from opposite sides of the board, so one player's 1st point is the other player's 24th point, one player's 2nd point is the other player's 23rd point, and so on. Set up the board. Each player must set up his 15 checkers for the game to begin.
The players' checkers will be comprised of two distinct colors, traditionally white and red, or white and black but it can also be other colors. To set up the board, each player must place two checkers on their 24 point, three checkers on his 8 point, five checkers on his 13 point, and five more checkers on his 6 point. Roll a die to determine who goes first.
The player who rolls the highest number will go first. If both players roll the same number, roll again. The numbers rolled will count as the first moves for the player with the highest number.
For example, if one player rolled a 5 and the other rolled a 2, then the player who rolled the 5 would go first and use the 5 and 2 in lieu of a new dice roll. Remember that you can double the stakes at any time. In backgammon, the winner doesn't gain points, but the loser loses points.
So if you win, the opponent will either lose based on the face value, double value, or triple value of the stakes on the doubling cube. The doubling cube isn't a die but a marker. It starts at 1, but you can raise the stakes at any time at the beginning of your turn before you have rolled the dice.
He will have ownership of the cube and will be able to propose a doubling during any of his future turns. If your opponent does not accept your offer, he must forfeit the game and lose by the original stakes. You can keep doubling the stakes back and forth, or redoubling , but it's not traditionally done more than three or four times in a game. Part 2. Roll the dice. Use a dice tumbler to roll two six-sided dice once during each of your turns.
The numbers rolled represent two separate moves. For example, if you roll a 3 and a 5, you can move one checker three spaces and another checker 5 spaces. Or, you can move one checker 3 spaces and then 5 more spaces. If either of the dice lands on a checker, outside of the board, or leaning against the edge of the board, then it is not considered valid and you will have to reroll.
Move your checkers to an open point. An open point is any point on the board that is not occupied by two or more opposing checkers. You can move your checkers to a point with no checkers on it, a point with one or more of your checkers on it, or a point with one of your opponent's checkers on it. Remember that you should always move your checkers counter-clockwise, moving from your opponent's home court to your own.
You only need 2 checkers to block a point, but you can have as many of your checkers as you want on a single point. Remember that you can either move one checker twice or move two checkers once. For example, if you roll a , you can move one checker 3 points over and then 2 points over, as long as it lands on an open point both times. Alternately, you can move one checker 2 points over to an open point, and move another checker 3 points over to an open point.
Play the numbers on the dice twice if you roll doubles. If you roll the same number on both dice, then you've earned yourself two extra moves. If you roll double 3s, for example, then you can make four moves of 3 points each. As long as the total moves add up to 12 and each move lands in an open point, you're in good shape. Lose your turn if you can't play either number.
For example, if you roll a , but you can't find an open point when moving any checker either 5 or 6 times, then you lose your turn.
If you can only play one of the numbers, then you can play that number and lose your turn on the other number. If you can only play one number or the other, then you have to play the higher number.
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