
BACKGAMMON RULES
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. |
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. Backgammon Rules 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 Backgammon Game
The object of the Backgammon Rules are 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 Rules
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).
Backgammon Rules , 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.
Hitting and Entering Rules
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.
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.
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.Backgammon Rules , 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
and 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.
Doubling Rules
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.
Gammons and Backgammons Rules
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.
Optional Backgammon 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.
Irregularities - Backgammon Rules
- 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.
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