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How To Set Up For Backgammon

Setup
Backgammon is a game for 2 players, played on a lath consisting of xx-four narrow triangles called points. The triangles alternating in color and are grouped into iv quadrants of six triangles each. The quadrants are referred to as a player's domicile board and outer board, and the opponent's dwelling board and outer board. The home and outer boards are separated from each other by a ridge down the center of the board called the bar.

Figure i. A board with the checkers in their initial position.
An alternate arrangement is the contrary of the one shown here, with the domicile lath on the left and the outer board on the correct.

The points are numbered for either player starting in that player's dwelling house board. The outermost betoken is the twenty-four bespeak, which is likewise the opponent's i betoken. Each player has fifteen checkers of his ain color. The initial arrangement of checkers is: two on each actor's twenty-4 bespeak, 5 on each player's xiii indicate, iii on each actor'south eight point, and five on each player'due south six signal.

Both players take their own pair of dice and a dice loving cup used for shaking. A doubling cube, with the numerals 2, 4, 8, sixteen, 32, and 64 on its faces, is used to keep rail of the electric current pale of the game.

Object of the Game
The object of the game is move all your checkers into your own home board then carry them off. The starting time actor to deport off all of their checkers wins the game.
Figure two. 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 unmarried die. This determines both the thespian to become first and the numbers to be played. If equal numbers come up, and so both players roll again until they roll different numbers. The thespian throwing the higher number at present 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 role player is to move his checkers. The checkers are always moved forward, to a lower-numbered point. The following rules apply:

  1. A checker may exist moved just to an open up bespeak, one that is non occupied by ii or more opposing checkers.
  2. The numbers on the two dice constitute carve up moves. For example, if a player rolls 5 and 3, he may motion i checker five spaces to an open point and another checker iii spaces to an open point, or he may movement the one checker a total of eight spaces to an open up point, but only if the intermediate point (either 3 or five spaces from the starting betoken) is likewise open.
  3. A histrion who rolls doubles plays the numbers shown on the die twice. A roll of 6 and 6 means that the thespian has iv sixes to use, and he may move any combination of checkers he feels appropriate to complete this requirement.
  4. 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 tin can exist played, the player must play that number. Or if either number can be played but not both, the player must play the larger 1. When neither number can exist used, the player loses his turn. In the example of doubles, when all iv numbers cannot be played, the player must play as many numbers as he tin.

Striking and Entering
A point occupied past a single checker of either colour is called a blot. If an opposing checker lands on a absorb, the blot is hit and placed on the bar.

Whatever time a actor has one or more checkers on the bar, his first obligation is to enter those checker(due south) into the opposing dwelling house lath. A checker is entered by moving it to an open up point corresponding to one of the numbers on the rolled die.

For instance, if a player rolls 4 and six, he may enter a checker onto either the opponent'southward four point or six point, so long as the prospective point is not occupied by two or more than of the opponent'due south checkers. If neither of the points is open, the actor loses his turn. If a actor is able to enter some only non all of his checkers, he must enter as many every bit he tin and and then forfeit the residuum of his turn.

After the last of a role player's checkers has been entered, whatever unused numbers on the dice must be played, past moving either the checker that was entered or a different checker.

Bearing Off
One time a actor has moved all of his fifteen checkers into his home board, he may commence bearing off. A player bears off a checker by rolling a number that corresponds to the signal on which the checker resides, then removing that checker from the board. Thus, rolling a 6 permits the histrion to remove a checker from the six point.

If there is no checker on the indicate indicated by the roll, the player must make a legal motility using a checker on a college-numbered point. If in that location are no checkers on higher-numbered points, the player is permitted (and required) to remove a checker from the highest bespeak on which ane of his checkers resides. A actor is under no obligation to bear off if he can brand an otherwise legal motion. A player must have all of his agile checkers in his home board in social club to bear off. If a checker is hit during the comport-off process, the player must bring that checker dorsum to his home lath before standing to behave off. The showtime histrion to conduct off all fifteen checkers wins the game.

Doubling
Backgammon is played for an agreed stake per indicate. Each game starts at one betoken. During the form of the game, a histrion who feels he has a sufficient reward may suggest 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 side by side double.

Subsequent doubles in the aforementioned game are called redoubles. If a role 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 role player has borne off at least one checker, he loses but the value showing on the doubling cube (one bespeak, if there have been no doubles). Notwithstanding, if the loser has non borne off any of his checkers, he is gammoned and loses twice the value of the doubling cube. Or, worse, if the loser has non borne off any of his checkers and still has a checker on the bar or in the winner's home board, he is backgammoned and loses three times the value of the doubling cube.

Optional Rules
The following optional rules are in widespread use.
  1. Automatic doubles. If identical numbers are thrown on the outset scroll, the stakes are doubled. The doubling cube is turned to ii and remains in the middle. Players usually agree to limit the number of automatic doubles to 1 per game.
  2. Beavers. 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 equally with a normal double.
  3. The Jacoby Dominion. Gammons and backgammons count only as a single game if neither role player has offered a double during the form of the game. This rule speeds up play by eliminating situations where a actor avoids doubling so he tin can play on for a gammon.

Irregularities
  1. The dice must be rolled together and state flat on the surface of the right-mitt section of the lath. The player must reroll both dice if a dice lands outside the right-hand board, or lands on a checker, or does not country flat.
  2. A turn is completed when the player picks upward his dice. If the play is incomplete or otherwise illegal, the opponent has the option of accepting the play every bit made or of requiring the player to make a legal play. A play is deemed to have been accepted every bit made when the opponent rolls his dice or offers a double to start his own plow.
  3. If a player rolls earlier his opponent has completed his plough past picking up the die, the player's roll is voided. This rule is more often than not waived any time a play is forced or when at that place is no farther contact between the opposing forces.

Common Questions

  • Tin can I pass when information technology's my plough?
  • Tin can I play one number in such a way as to avoid playing the other?
  • What if I tin can only play one number?
  • Is hit-and-run immune (besides known as "option and pass")?
  • Is it ok to have more than v checkers on a point?
  • Tin can I play low number start when bearing off?
  • Is stalemate possible in backgammon?

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Return to:  Backgammon Galore

How To Set Up For Backgammon,

Source: https://www.bkgm.com/rules.html

Posted by: negrinsaysix.blogspot.com

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