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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. |
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Figure 1.
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. |
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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. |
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Object of the Game
The object of the game
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. |
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Figure 2.
Direction of movement of White's checkers. Red's checkers move in
the opposite direction |
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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.
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Figure 3.
Two ways that White can play a roll of  .
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- 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.
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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.
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Figure 4.
If White rolls
 with
a checker on the bar, he must enter the checker onto Red's four
point since Red's six point is not open. |
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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.
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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.
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Figure 5.
White rolls
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bears off two checkers. |
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.
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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.
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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. 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. |
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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 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.
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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.
Copied, with
permission, from Backgammon Galore,
http://www.bkgm.com
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