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The object of backgammon is for a player to move all of his checkers into his
own home board and then bear them off. The first player to bear off all of
his checkers wins the game.
The points are numbered for either player starting in that player's home
board. The outermost point is the twenty-four point, which is also the
opponent's one point. Each player has fifteen checkers of his own color. The
initial arrangement of checkers is: two on each player's twenty-four point,
five on each player's thirteen point, three on each player's eight point, and
five on each player's six point.
Both players have their own pair of dice and a dice cup used for shaking. A
doubling cube, with the numerals 2, 4, 8, 16, 32, and 64 on its faces, is
used to keep track of the current stake of the game.
Object of the Game
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 rol 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.
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.
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 as with a normal double.
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.
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.
Backgammon is a game for two players, played on a board consisting of
twenty-four narrow triangles called points. The triangles alternate in color
and are grouped into four quadrants of six triangles each. The quadrants are
referred to as a player's home board and outer board, and the opponent's home
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.
Bearing Off
Once a player 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 point on which the checker resides, and then removing
that checker from the board. Thus, rolling a 6 permits the player to remove a
checker from the six point.
If there is no checker on the point indicated by the roll, the player must
make a legal move using a checker on a higher-numbered point. If there are no
checkers on higher-numbered points, the player is permitted (and required) to
remove a checker from the highest point on which one of his checkers resides.
A player is under no obligation to bear off if he can make an otherwise legal
move.
A player must have all of his active checkers in his home board in order to
bear off. 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.
Gammons and online Backgammon
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.
Or, worse, if the loser has not 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.
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.
If a player rolls before his opponent has completed his turn by picking up
the dice, the player's roll is voided. This rule is generally waived any time
a play is forced or when there is no further contact between the opposing
forces.
Doubling
online
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.
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.
If neither of the points is open, the player loses his turn. If a player is
able to enter some but not all of his checkers, he must enter as many as he
can and then forfeit the remainder of his turn.
After the last of a player's checkers has been entered, any unused numbers on
the dice must be played, by moving either the checker that was entered or a
different checker.
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 backgammon.
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Tips
The Best Bear-in
Don't
bury checkers
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שש בש באינטרנט
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