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backgammon Rules

Here you can find the rules of backgammon.
this backgammon rules help you to get more wins and more money. learn this rules carefully because every rule is count and important to understand the game.

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Backgammon is a simple game with deep strategic elements. It does not take long to learn the backgammon rules, although obscure situations do arise which require careful interpretation of the rules. The playing time for each individual game is short, so it is often played in matches, for example the first to five points. Game and match are used in Backgammon to refer to these distinct elements, as in, "I won two games in a row, but then she won three in a row and I lost the match, three points to two."

The object of the game is for each player to bring all his checkers into his home board, and then to bear them off the board. The first player to clear all his checkers off the board is the winner.

Backgammon Doubling Rules

At any time after the first turn, either player can offer to double the stakes prior to casting the dice. Upon being presented with such an ultimatum, the other player must choose either to forfeit the game and the current stake or accept the offer.

To speed up match play and to increase the intensity of play and the need for strategy, a doubling cube is usually used. A doubling cube is a 6 sided die that instead of the numbers 1, 2, 3, 4, 5, 6 on it, has the numbers 2, 4, 8, 16, 32, 64 on it. If a player believes his position to be superior he may, before rolling the dice on his turn, double, i.e., demand that the backgammon game be played for twice the current stakes. The doubling cube is placed with the 2 side face up to show that the game's value has been doubled. His opponent must either accept the challenge or resign the game on the spot. Thereafter the right to redouble (double again) belongs exclusively to the player who last accepted a double. If this occurs, the cube is placed with the face of the next power of 2 showing.

backgammon game rarely is redoubled beyond 4 times the original stake, but there is no theoretical limit on the number of doubles. Even though 64 is the highest number on the doubling cube, the stakes may rise to 128, 256, 512 and so on.

Hitting and entering Rules

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.

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. Anytime a player has one or more checkers on the bar, his first obligation is to enter that 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 opponents' four point or six point, as long as the prospective point is not occupied by two or more of his opponents' 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 players' checkers have been entered, any unused numbers on the dice must be played.
 

 

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Bearing Off Backgammon Rules


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.

When all of a player's checkers are in his home board, he may remove them from the board, or bear them off. A roll of 1 may be used to bear off a checker from the 1-point, a 2 from the 2-point, etc. A number may not be used to bear off checkers from a lower point unless there are no checkers on any higher points. For example, a 4 may be used to bear off a checker from the 3-point only if there are no checkers on the 4-, 5-, and 6-points.

A checker borne off from a lower point than indicated on the die still counts as the full die. For instance, suppose a player has only one checker on his 2-point and two checkers on his 1-point. Then on rolling 1-2, he may move the checker from the 2-point to the 1-point (using the 1 rolled), and then bear off from the 1-point (using the 2 rolled). He is not required to maximize the use of his rolled 2 by bearing off from the 2-point.

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