Rules To Backgammon
Hamilton, Robert, Backgammon, Rules of the Game, Photo vorhanden. Goren Norfolk, Tim, Backgammon, Rules, Strategy, Winning Play, Photo. The opponent selects a die—then the roller—then the opponent—with the roller then taking the last one. For the opening throw, each player throws a single die. Every tie requires another opening throw. Whoever throws the higher number wins, and for his first move plays the numbers upon both dice. Many translated example sentences containing "backgammon tips" know about backgammon: its rules, online backgammon websites, tips and specific.
BackgammonMany translated example sentences containing "backgammon tips" know about backgammon: its rules, online backgammon websites, tips and specific. Ablehnen des Eröffnungswurfes – California Rule[Bearbeiten | Quelltext bearbeiten]. Diese. The opponent selects a die—then the roller—then the opponent—with the roller then taking the last one. For the opening throw, each player throws a single die. Every tie requires another opening throw. Whoever throws the higher number wins, and for his first move plays the numbers upon both dice.
Rules To Backgammon The main principle of the backgammon rules VideoHow to Play Backgammon
Crawford , is designed to make match play more equitable for the player in the lead. If a player is one point away from winning a match, that player's opponent will always want to double as early as possible in order to catch up.
Whether the game is worth one point or two, the trailing player must win to continue the match. To balance the situation, the Crawford rule requires that when a player first reaches a score one point short of winning, neither player may use the doubling cube for the following game, called the "Crawford game".
After the Crawford game, normal use of the doubling cube resumes. The Crawford rule is routinely used in tournament match play.
If the Crawford rule is in effect, then another option is the "Holland rule", named after Tim Holland , which stipulates that after the Crawford game, a player cannot double until after at least two rolls have been played by each side.
It was common in tournament play in the s, but is now rarely used. There are many variants of standard backgammon rules. Some are played primarily throughout one geographic region, and others add new tactical elements to the game.
Variants commonly alter the starting position, restrict certain moves, or assign special value to certain dice rolls, but in some geographic regions even the rules and directions of the checkers' movement change, rendering the game fundamentally different.
Acey-deucey is a variant of backgammon in which players start with no checkers on the board, and must bear them on at the beginning of the game.
The roll of is given special consideration, allowing the player, after moving the 1 and the 2, to select any desired doubles move.
A player also receives an extra turn after a roll of or of doubles. Hypergammon is a variant of backgammon in which players have only three checkers on the board, starting with one each on the 24, 23 and 22 points.
The game has been strongly solved , meaning that exact equities are available for all 32 million possible positions.
Nard is a traditional variant from Persia in which basic rules are almost the same except that even a single piece is "safe".
All 15 pieces start on the 24th wedge. Nackgammon is a variant of backgammon invented by Nick "Nack" Ballard  in which players start with one less checker on the 6-point and midpoint and two checkers on the point.
Russian backgammon is a variant described in as: " In this variant, doubles are more powerful: four moves are played as in standard backgammon, followed by four moves according to the difference of the dice value from 7, and then the player has another turn with the caveat that the turn ends if any portion of it cannot be completed.
Gul bara and Tapa are also variants of the game popular in southeastern Europe and Turkey. The play will iterate among Backgammon, Gul Bara, and Tapa until one of the players reaches a score of 7 or 5.
Coan ki is an ancient Chinese board game that is very similar. Plakoto , Fevga and Portes are three versions of backgammon played in Greece.
Together, the three are referred to as Tavli. Misere backgammon to lose is a variant of backgammon in which the objective is to lose the game.
Tabla is a Bulgarian variant of Backgammon, played without the doubling cube. Other minor variants to the standard game are common among casual players in certain regions.
For instance, only allowing a maximum of five checkers on any point Britain  or disallowing "hit-and-run" in the home board Middle East.
Backgammon has an established opening theory , although it is less detailed than that of chess. The tree of positions expands rapidly because of the number of possible dice rolls and the moves available on each turn.
Recent computer analysis has offered more insight on opening plays, but the midgame is reached quickly. After the opening, backgammon players frequently rely on some established general strategies, combining and switching among them to adapt to the changing conditions of a game.
A blot has the highest probability of being hit when it is 6 points away from an opponent's checker see picture. Strategies can derive from that.
The most direct one is simply to avoid being hit, trapped, or held in a stand-off. A "running game" describes a strategy of moving as quickly as possible around the board, and is most successful when a player is already ahead in the race.
As the game progresses, this player may gain an advantage by hitting an opponent's blot from the anchor, or by rolling large doubles that allow the checkers to escape into a running game.
The "priming game" involves building a wall of checkers, called a prime, covering a number of consecutive points. This obstructs opposing checkers that are behind the prime.
A checker trapped behind a six-point prime cannot escape until the prime is broken. Because the opponent has difficulty re-entering from the bar or escaping, a player can quickly gain a running advantage and win the game, often with a gammon.
A "backgame" is a strategy that involves holding two or more anchors in an opponent's home board while being substantially behind in the race.
The backgame is generally used only to salvage a game wherein a player is already significantly behind. Using a backgame as an initial strategy is usually unsuccessful.
For example, players may position all of their blots in such a way that the opponent must roll a 2 in order to hit any of them, reducing the probability of being hit more than once.
Many positions require a measurement of a player's standing in the race, for example, in making a doubling cube decision, or in determining whether to run home and begin bearing off.
The minimum total of pips needed to move a player's checkers around and off the board is called the "pip count". The difference between the two players' pip counts is frequently used as a measure of the leader's racing advantage.
Players often use mental calculation techniques to determine pip counts in live play. Backgammon is played in two principal variations, "money" and "match" play.
Money play means that every point counts evenly and every game stands alone, whether money is actually being wagered or not.
That player does not roll the dice again; they play the two numbers just rolled on their first turn. Notice that the player who goes first never has doubles on their first turn because ties on the first roll are always broken.
The object in backgammon is to move all of your checkers around the board into your home board and then bear them off.
The first player to get all their checkers off the board is the winner. Q: What is the ace-point? The ace-point is another name for the one-point, the last point you can move your checkers to before bearing them off.
No, you must play your roll if there is any legal way to do so. But the standard game has no such restriction. A doubling cube is a cubical block, a little larger than a regular die, with the numbers 2, 4, 8, 16, 32, and 64 printed on its faces.
It is sometimes simply called the cube. The purpose is to allow players to bet on the game as they are playing. Q: How do you use a doubling cube?
At the beginning of the game, the doubling cube is placed halfway between the players, either on the bar or at the side of the board, with the number 64 face up.
The 64 means that the stakes have not been doubled yet. That is, either player can make the first double.
At any point during the game, a player who thinks he has a sufficient advantage may double the stakes. He can do this only at the beginning of his turn, before he has rolled the dice.
When a double is offered, the opponent may refuse the double , in which case he resigns the game and forfeits the current stakes.
The current stakes is the value of the cube before the double is offered, in this case one point. He places the cube on his side of the board with the number 2 face up.
The number 2 represents the fact that the stakes are now doubled. The position of the cube means that player now owns the doubling cube and only he may make the next double.
If the game later turns around and the player who owns the cube feels he now has an advantage, he may redouble the stakes to 4.
His opponent may refuse and give up the current stakes now two units or he may accept and continue play at quadruple the initial stakes. There is no limit to the number of doubles and redoubles in a single game, except that no player may double twice in a row.
At the end of the game, the loser pays the winner the value of the doubling cube in whatever units they have agreed to play for.
For example, if playing for one dollar a point and the doubling cube shows 4, then the loser pays the winner four dollars.
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. 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 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.
The best way to understand and enjoy the game is by practicing with a friend or play backgammon online on different websites. Stay tuned on Backgammon Rules for more information about how to play backgammon, how to use the doubling cube, more strategic articles, online backgammon websites reviews and more.
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The bar is the middle crease of the board, where it folds in half. You can hit more than one of your opponents pieces in a turn. Now the opponent with the piece on the bar cannot make any other move until their pieces are off of the bar.
They must re-enter the board on their opponents home board. When re-entering the game from the bar, you can use your whole turn.
Meaning, if you roll a you can re-enter on the 3 or 4 point and then move your checker according to the remaining die, as you would on a normal turn.
You can hit an opponents piece on the home board or the outer board. This is done by rolling a number equal to how many spaces are left until the checker leaves the board.
So a checker on the 6 point would need a roll of 6 to bear off. The game is over and a winner is declared whenever someone removes their last checker from the game.
This often becomes a race to roll the correct number near the end of the game as each player has moved their pieces into their own home board and began bearing them off one-by-one.
Typically this is done through initial bets and a doubling cube. The initial bet is the agreed upon amount each player will wager at the beginning of the game.
Make sure to keep in mind that this bet could double one or more times during the course of the game. The doubling cube is a die with the numbers 2,4,8,16,32 and 64 written on it.
This dice is never rolled and is instead used as a tracker to keep track of the bet multiplier. Setting the cube in play at 2.
The opponent can either agree to the new bet, or forfeit the game forfeiting the initial bet and ending the game.