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Backgammon Rules
Backgammon is for 2 opponent,
played on a board be made up of 24 narrow triangles pieces called
points. There is 2 color for The triangles and each color is belong
to each player. The triangles alternate in color and are grouped
into four quadrants of 6 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 set apart from
each other by a thin ridge in the center of the board called the
bar.
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
Backgammon game.
The rules of backgammon are of moderate complexity and can usually
be learned quickly. In short, a player tries to get all of his own
checkers past those of his opponent and then remove them from the
board. The pieces are scattered at first and may be blocked or
captured by the opponent.
Because the playing time for each individual game is short, it is
often played in matches, where, for example, victory is awarded to
the player who first wins five points.
Setup
Each side of the board has a track of twelve adjacent spaces, called
points, usually represented by long triangles of alternating color.
The points are considered to be connected across one edge of the
board, forming a continuous track analogous to a horseshoe (but not
a circle). The points are numbered from 1 to 24, with checkers
always moving from higher-numbered points to lower-numbered points.
The two players move their checkers in opposite directions, so the
1-point for one player is noted as the 24-point for the other. Some
recorded games, however, keep the numbering of the points constant
from the perspective of one player. Each player begins with two
checkers on his 24-point, three checkers on his 8-point, and five
checkers each on his 13-point and his 6-point.
Path of movement for blue and green; checkers are in starting
positionPoints 1 to 6 are called the home board or inner board. A
player may not remove any of his checkers until all 15 have reached
his home board. Points 7 to 12 are called the outer board, points 13
to 18 are the opponent's outer board, and points 19 to 24 are the
opponent's home board. The 7-point is often referred to as the bar
point and the 13-point as the mid point.
Movement
At the start of the game, each player rolls one die. Whoever has
rolled a higher number moves first, using the numbers on the two
dice already rolled. In the case of a tie, both players roll again.
The players then alternate turns, rolling two dice at the beginning
of each turn.
After rolling the dice a player must, if possible, move checkers
according to the number of points showing on each die. For example,
if he rolls a 6 and a 3 (noted as "6-3") he must move one checker
six points forward, and another checker three points forward. The
dice may be played in either order. The same checker may be moved
twice as long as the two moves are distinct: six and then three, or
three and then six, but not all nine at once.
A checker may land on any point that is either unoccupied or is
occupied only by a player's own checkers. It may also land on a
point occupied by exactly one opposing checker; such a lone piece is
called a blot. In the latter case, the blot has been hit, and is
placed in the middle of the board on the bar, the divider between
the home boards and the outer boards. A checker may never land on a
point occupied by two or more enemy checkers, thus, no point is ever
occupied by checkers from both players at the same time.
If a player has no legal moves after rolling the dice, because all
of the points to which he might move are occupied by two or more
opposing checkers, he must forfeit his turn. However, a player must
play both dice if it is possible. If he has a legal move for one die
only, he must make that move and then forfeit the use of the other
die. If he has a legal move for either die, but not both, he must
play the higher number.
Medieval players, from the 14th century Codex ManesseIf a player
rolls two of the same number (doubles) he must play each die twice.
For example, upon rolling a 5-5 he must move four checkers forward
five spaces each. As before, a checker may be moved multiple times
as long as the moves are distinct.
Checkers placed on the bar re-enter the game through the opponent's
home field. A roll of 2 allows the checker to enter on the 23-point,
a roll of 3 on the 22-point, etc. A player may not move any other
checkers until all of his checkers on the bar have first re-entered
the opponent's home field.
When all of a player's checkers are in his home board, he must bear
off, removing the checkers from the board. A roll of 1 may be used
to bear off a checker from the 1-point, a 2 from the 2-point, etc. A
die may not be used to bear off checkers from a lower point unless
there are no checkers on any higher points. A checker borne off from
a lower point than indicated on the die still counts as a move for
the full value of the die. 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-, or 6-point.
If one player has not borne off any checkers by the time his
opponent has borne off all fifteen, he has lost a gammon, which
counts for double a normal loss (that is, two games toward the match
in a game with normal stakes). If a player has not borne off any
checkers, and still has checkers on the bar, or in his opponent's
home board by the time his opponent has borne off all fifteen, or
both, he has lost a backgammon, which counts for triple a normal
loss (that is, three games toward the match in a game with normal
stakes). In some variants, a further distinction is made between
pieces in the opponent's home board, counting as a triple loss, and
pieces on the bar, for a quadruple loss.
Doubling cube
Backgammon set, 19th centuryTo speed up match play and to increase
the intensity of play and the need for strategy, a doubling cube is
normally used. The doubling cube is a 6-sided die that, instead of
the numbers 1–6, is labeled with 2, 4, 8, 16, 32 and 64. If a player
believes his position to be superior he may, before rolling the dice
on his turn, double, demanding that the game be played for twice the
current stakes. The doubling cube is then 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. When this occurs, the cube
is placed with the face of the next power of two showing.
The game is rarely redoubled beyond four times the original stake,
but there is no theoretical limit on the number of doubles. Although
64 is the highest number depicted on the doubling cube, the stakes
may rise to 128, 256, 512 and so on.
A common rule allows a player to beaver, that is, to immediately
redouble when offered the doubling cube. The redouble must be called
before the player who initially doubled rolls the dice. The cube
remains in the control of the player who offers the beaver. In this
way, the stakes of the game can rise rapidly. A raccoon is sometimes
pemitted as a response to a beaver. A player who accepts a beaver
may offer a raccoon, redoubling again. Beavers and raccoons are
commonly allowed when backgammon is played for money game by game
and usually not allowed in matches.
The Jacoby rule allows gammons and backgammons to count for their
respective double and triple values only if there has been at least
one use of the doubling cube in the game. This encourages a player
with a large lead in a game to double, possibly ending the game,
rather than to see the game out to its conclusion in hopes of a
gammon or backgammon. The Jacoby Rule is widely used in money play
but is not used in match play.
The Crawford rule 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, his opponent has no incentive not to double; whether the game
is worth one point or two, the outcome of the match is unaffected.
To balance the situation, the Crawford rule requires that when a
player first reaches a score one point short of winning the match,
neither player may use the doubling cube for the following, called
the Crawford game. After the Crawford game, normal use of the
doubling cube resumes. The Crawford rule is normally used in most
match play.
Sometimes automatic doubles are used, meaning that any ties in the
very first roll of the game automatically double the stakes. Thus,
after a 3-3 roll, followed by a re-roll of 5-5, followed by a
re-roll of 1-4 to begin the game itself, the game would be played
for quadruple stakes. The doubling remains in the middle, with both
players having access to it, and the Jacoby Rule is still in effect.
Again, automatic doubles are common in money games. but they are
rarely, if ever, used in match play. |
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