How to Play Backgammon: A Beginner's Guide to Learning the Game, Rules, How To Play Cribbage: The complete beginners guide to learn and master the. Backgammon ist eines der ältesten Brettspiele der Welt. Es handelt sich um eine Mischung aus Jacoby-Regel; Beaver; Automatisches Doppel; Ablehnen des Eröffnungswurfes – California Rule Sicilianu · Srpskohrvatski / српскохрватски · Simple English · Slovenčina · Slovenščina · Српски / srpski. How to Play Backgammon: A Beginner's Guide to Learning the Game, Rules, Board, Pieces, and Wanted a simple introductory book for my grandaughter.
BackgammonBackgammon ist eines der ältesten Brettspiele der Welt. Es handelt sich um eine Mischung aus Jacoby-Regel; Beaver; Automatisches Doppel; Ablehnen des Eröffnungswurfes – California Rule Sicilianu · Srpskohrvatski / српскохрватски · Simple English · Slovenčina · Slovenščina · Српски / srpski. Official backgammon rules and other variations are available here. Easy to play but hard to master, put your skills to the test in one of history's oldest and most. Offline Backgammon That's right! You can now play Backgammon FREE and dive straight into one of the oldest and most strategy-intense board games ever!
Backgammon Rules Simple Categories VideoBackgammon Rules, explained by Grandmaster Marc Olsen The first player to accumulate the required points wins the match. Points are awarded in the usual manner: 1 for a single game, 2 for a gammon, and 3 for a backgammon. The doubling cube is used, so the winner of each game receives the value of the game multiplied by the final value of the cube. Players may bear off a checker by rolling a dice value that corresponds to the point number it is on. So if a player rolls a 5 with one of their dice, they may remove (bear-off) a checker on the 5-point. If they had a checker on their 6-point they may instead chose to move this 5 points to their 1-point. The object in backgammon is to move all of your checkers around the board into your home board (or inner board) and then out of the board (to bear the checkers off). The first player to get all his checkers off the board will win the game. CHH 18" Brown and White Backgammon Set $ The main principle of the backgammon rules Backgammon is basically a race game between two players. Each player has 15 checkers (or men) that he needs to bring home faster than his opponent. The checkers move on a board composed of 24 triangles, also known as point. Each player rolls a single die. The player with the higher roll goes first; if there is a tie, the players roll again. The result of this roll is also used by the first player to make the first move of the game, though some players prefer to have the first player roll his or her dice for the first roll.
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Before a player begins their next turn by rolling the dice, they can propose to increase the current stakes of the game. If a player accepts a double, then they own the cube.
They are then the only player able to offer the next double. To win the game, a player must move all 15 of their checkers into their home board and then begin bearing them off.
If a checker is hit and sent to the bar during the bearing off process, that checker must return to the home board before any more checkers can be borne off.
The winner is the first player to bear off all 15 checkers. After rolling the dice, you move one or more checkers if a legal move is available. The number rolled on each die determines how many points you can move.
Each die constitutes a separate move. For example, if you roll a four and a one, you can move one checker four spaces to an open point and a different checker one space to an open point, or you can move one checker five spaces to an open point.
If you choose to use both dice for a single checker, an intermediate point in this example, either four spaces or one space from the starting point must be open.
You must always use as many of your dice rolls as possible, even when doing so is not to your advantage. If only one legal move is available, you must take that move.
If either move would be legal, but not both moves, you must use the higher number. This is because you're moving your checker two points over from the bar.
You may not use the sum of the two numbers to choose a space. For example, if you roll a 6 and a 2, you cannot add them and move your piece onto the 8th point.
You can only move your checker onto the 6th or the 2nd point to reenter. Move your other checkers after you have gotten all of your checker s off the bar.
Once you get your checker s off the bar and back onto the board, you can move your other checkers again. If you only had one checker to enter, then you can use the other number that you rolled to move one of your other checkers.
If you can only enter one checker during a dice roll, then you will have to try again on your next turn.
If you have more than two checkers on the bar, you can only move your other checkers once all the checkers on the bar are entered. Part 4 of Understand how to win the game.
To win the game, you need to be the first one to bear off, or remove, all of your checkers from the board and into your tray.
To bear off your checkers, you need to roll both dice and use the numbers to move pieces into the tray.
The numbers you roll must be exact or higher than the number of spaces needed to remove each piece from the board. But if you do not have a checker on the 6 point, you can bear it off from the next highest point on your board, such as the 5th or 4th point.
Move all of your checkers into your home court. You can only start bearing off your checkers once they are all in your home court. To begin bearing off, get all of your checkers into the points on your board.
They can be placed on any of these points. Don't forget that your checkers are still vulnerable when they're in your own home court.
After that, you can't continue bearing off until it's back in the home court. Start bearing off your checkers.
When bearing off, you can only bear off checkers that occupy the corresponding point. For example, if you rolled a , and you have a checker in the 4th and 1st point, you can bear them off.
If your roll double sixes and have four checkers on the 6th point, you can bear off all six. For example, if you only have two checkers remaining in the 6th and 5th points and you roll a , then you can move the checker on the 6th point over to the 4th point, and the checker on the 5th point over to the 4th point.
You can use a higher roll to bear off a die on a lower point. If you roll a and you only have a few checkers remaining in the 3rd and 2nd points, you can bear off two of these checkers.
You must move a lower die roll before a higher one even if it means you can't fully use the full value of a die.
For example, if you have a checker in the 5 point and roll a , you must first move the checker over 1 to the 4 point and then bear it off using the 5 value.
Bear off all fifteen of your checkers. If you bear off all fifteen of your checkers before your opponent does, then you have won the game of backgammon.
But not all wins are created equal. Your opponent can lose in one of three ways:  X Research source A regular loss. This happens if you bore off all of your checkers first while your opponent was trying to bear off his checkers.
Your opponent will lose only the value on the doubling cube. The gammon. If you bear off all of your checkers before your opponent bears off any of his, he is gammoned and loses twice the value on the doubling cube.
The backgammon. If you bore off all of your checkers while your opponent still has checkers on the bar or your home court, then your opponent is backgammon and loses three times the value on the doubling cube.
Play again. Backgammon is meant to be played more than once, since each game is worth a certain amount of points.
You can even set a goal to play until the losing player loses a certain amount of points. If you are playing for fun, you don't have to use the doubling cube because you aren't playing for points.
Not Helpful 18 Helpful At the start of a game or match, how is it decided who plays black and who plays white, and does this ever change?
Tournament rules state that disagreements over this and similar preferences can be determined by rolling dice, with the high roller getting his first choice.
Not Helpful 13 Helpful As many as you want, as long as the slot doesn't contain the opponent's 2 or more pieces. Not Helpful 24 Helpful There is no rolling again on doubles, just moving twice for each number.
Bearing-off is the removal of checkers from the board and out of play. The way players do this takes a little bit of thought to understand the rules, but once you understand it it makes perfect sense.
Players may bear off a checker by rolling a dice value that corresponds to the point number it is on. So if a player rolls a 5 with one of their dice, they may remove bear-off a checker on the 5-point.
If they had a checker on their 6-point they may instead chose to move this 5 points to their 1-point. If there are no checkers on the dice's corresponding point number they must move a checker from the highest point number that they have a checker on, or remove bear-off a checker from the highest occupied point.
So if they roll a 6 with one of their dice and there is no checker on the 6-point they must remove any checker on their 5-point, and if there are none there they must remove a checker on their 4-point, and so on.
And so, for example, if a player rolls a 3 with one of their dice but has no checkers on their corresponding 3-point, they must move a checker 3 points from any checkers situated on the highest numbered point.
If there are no checkers on a higher point, then they must remove a checker from the highest occupied point.