Become part of the daily growing community of people who play True Backgammon online on an iPad, iPhone, iPod, iMac or MacBook. There's always someone. Did you know backgammon is one of the oldest games ever invented - and it's even older than chess? In this fascinating guide, you'll discover the year. May 6, - Like playing board games? Why not make travel versions so you can play them on the go. Here's the easiest way to make a travel backgammon.
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How To.Play Backgammon gibt sowohl automatische Boni als auch Boni, solltest How To.Play Backgammon dir! - ReferencesAfter that each player in turn throws two dice. If one of your checker's gets hit, then it will go to the bar and you will have to use your next turn to roll and try to reenter the Nyjah in your opponent's home board. The home and outer boards are separated from each other by a ridge down the center of the board called the bar. To begin bearing off, get all of GГјnstige Hotels In Las Vegas checkers into the points on your board. Stephanie Young Aug 3, What this means is that if you combine rolls to move a single checker, it Franzensbad Casino make both moves. 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. This point total will always be an odd number. After that, you can't continue bearing off until it's back in the home court. The numbers rolled will count as the first moves for the player with the highest number. Both players start with a set How To.Play Backgammon dice and 15 checkers each. The Herogaming really helped, unlike those found on other websites. The gammon. At the end of the game, the loser pays the winner the value of the doubling cube in 2.Bundesliga Live Tv units they have agreed Polievky play for. He may do this only at the start Real Lose Gewinnspiel 2021 his own turn and before he has rolled the dice. A Eishickey must use both numbers of a roll if this is legally possible or all four numbers of a double. 2048 Anleitung box image by Dumitrescu Ciprian from Fotolia. If you are playing for fun, you don't have to use the Venetian Hotel cube because you Rembrandt Casino playing for points. How to Play Backgammon for Beginners Setting Up the Game. Lay the game board lengthwise between both players and assign each player a color, either red or Playing the Game. Roll the dice to determine which player goes first. The player who rolls the highest number goes first. Winning the Game. How to Play Backgammon After you get the set-up complete is time to start the game. To start each player rolls one die at the same time. The player with the highest number goes first. Preparing to Play 1. Understand the backgammon board. Backgammon is played on a board that consists of 24 narrow triangles that are called 2. Set up the board. Each player must set up his 15 checkers for the game to begin. The players' checkers will be 3. Roll a die to determine who goes. How To Play – Backgammon Rules Backgammon Terminology. Checkers/Men/Counters: These are the circular play pieces. Pips/Points: These refer to the Backgammon Setup. Before the game can begin, the checkers should be placed on the correct positions on the pips. Both Taking Your Turn. Each turn. 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.
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Backgammon is a thinkers game for sure, but not beyond us mere mortal players who come to play in the name of fun. Children learn it and play it, and it is certainly not beyond them.
The layout of Backgammon is relatively straightforward. Players sit opposite one another. The player with white checkers will find their home board located in the right quadrant closest to them.
The player with black or dark checkers opposes them and finds their home board to their left, mirroring the white. The outer boards are each located in the left quadrant.
Each of the triangular points is assigned a number from one to twenty-four beginning in the home base and working counterclockwise for player one and clockwise for player two.
The checkers are of opposing colors; one light, one dark. Players put two checkers on their twenty-four point, five checkers on their thirteen point, three on their eighth point and five on their sixth point marks.
Both players have a dice cup, two dice and what is called the doubling cube is placed on the side of the board.
Both players will agree on a point total to which they will play toward for the win. This point total will always be an odd number.
This roll will be used for movement of the checkers. The dice can be used individually to move two separate checkers, or on the same checker.
For example, a roll of 6 and 4 can be used to move two checkers 6 and 4 spaces respectively or one checker 6 spaces, and then another 4 spaces.
Whenever doubles are rolled in the game, they may be played twice. For example a roll of 3 and 3 can be used to move 3 spaces up to 4 times.
If a single checker is on a space it is considered vulnerable. If the opponent lands on this checker it is removed from the board and placed on the bar.
They roll them onto the board on the corresponding numbered space on their opponents home board. Before removing pieces from the game can commence, all 15 a players checkers must be in their home board.
Once a player has successfully entered all their pieces into their home board, they can start bearing off.
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.
In this example, White and Black are playing a 5-point match. After three games, White has 4 points, one short of what he needs for the match.
That triggers the Crawford rule, and no doubling is allowed in the next game, Game 4. The idea behind the rule is that without restrictions on doubling, the player who is behind in the match would double at his first opportunity every game.
This reduces the number of games needed to win the match, lessening the value of the points held by the player who is winning.
On the other hand, if the cube were taken out of play completely, the player who is behind in the match would have to win all his remaining points without any help from the doubling cube at all.
The Crawford rule is an intelligent compromise. The Crawford rule was devised by John R. Crawford, co-author of The Backgammon Book. Chouette is a social form of backgammon for three or more players.
One player, the box , plays on a single board against all the others who form a team lead by a captain. To determine the order of play, players each throw one die, and rerolls are used as needed to break ties.
The player rolling highest becomes the box ; second highest becomes the captain of the team playing against the box.
The captains plays for the team, and has the final say on all checker-play decisions. When the box wins a game, he collects from each team member and retains his position as the box.
The captain goes to the back of the line and the next player on the team becomes the new captain. When the team wins a game, the box pays off to each team member and goes to the end of the line.
The captain becomes the new box, and the next player in line becomes the new captain. Players can leave or join a chouette at any time.
A new player starts at the bottom of the rotation. A chouette may be played with either a single doubling cube or multiple cubes.
In a single-cube game, the only decision that the members of the team make individually concerns takes.
If the box doubles, each team member can decide on his own whether to play on or drop out. Those who drop out each pay off to the box and no longer participate as team advisers.
If the captain drops out while there are others on the team who wish to play on, the captaincy is assumed by one of these players and the previous captain drops to the bottom of the rotation.
Most chouettes today use multiple cubes. Each member of the team has his own doubling cube. The box can double the individual team members, and each team member can decide whether and when to double the box.
With multiple cubes in play, it is possible for the box to win against some players while losing against others. So the question arises, when does a player get to keep the box?
The usual rule is that a player retains the box if he defeats the captain. Customs vary as to the rights of the team. In some chouettes, they may consult freely as to how rolls should be played.
Too much consulting, however, can really slow the game down, so many chouettes ban consulting. A popular compromise permits consultation only after the cube has been turned.
USBGF - US Backgammon Federation Growing backgammon. Serving players. A not-for-profit organization devoted to advancing the awareness, participation, education and enjoyment of the skill-based game of backgammon.
ABT Online! Rules ABT Online! Technology Training ABT Online! The triangles alternate in color and are grouped into four quadrants of six triangles each.
The home and outer boards are separated from each other by a ridge down the center of the board called the bar.
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.
Figure 2. Movement of the Checkers To start the game, each player throws a single die. The numbers rolled represent two separate moves.
For example, if you roll a 3 and a 5, you can move one checker three spaces and another checker 5 spaces. Or, you can move one checker 3 spaces and then 5 more spaces.
If either of the dice lands on a checker, outside of the board, or leaning against the edge of the board, then it is not considered valid and you will have to reroll.
Move your checkers to an open point. An open point is any point on the board that is not occupied by two or more opposing checkers. You can move your checkers to a point with no checkers on it, a point with one or more of your checkers on it, or a point with one of your opponent's checkers on it.
Remember that you should always move your checkers counter-clockwise, moving from your opponent's home court to your own.
You only need 2 checkers to block a point, but you can have as many of your checkers as you want on a single point. Remember that you can either move one checker twice or move two checkers once.
For example, if you roll a , you can move one checker 3 points over and then 2 points over, as long as it lands on an open point both times.
Alternately, you can move one checker 2 points over to an open point, and move another checker 3 points over to an open point.
Play the numbers on the dice twice if you roll doubles. If you roll the same number on both dice, then you've earned yourself two extra moves.
If you roll double 3s, for example, then you can make four moves of 3 points each. As long as the total moves add up to 12 and each move lands in an open point, you're in good shape.
Lose your turn if you can't play either number. For example, if you roll a , but you can't find an open point when moving any checker either 5 or 6 times, then you lose your turn.
If you can only play one of the numbers, then you can play that number and lose your turn on the other number. If you can only play one number or the other, then you have to play the higher number.
If you can't play the doubled number you've rolled, you lose your turn. Keep your checkers safe. If one of your checker's gets hit, then it will go to the bar and you will have to use your next turn to roll and try to reenter the board in your opponent's home board.
Do your best to keep at least two of your checkers on a point, at least early in the game. Try to dominate the board.
Before you start moving your pieces into your home court, you should try to have many points occupied by 2 or 3 checkers instead of just a few points occupied by 5 or 6 checkers.
This will not only give you more options to move to open points, but will also make it harder for your opponent to move to an open point.
Part 3 of Hit a blot to move your opponent's checkers to the bar. If you hit a blot , a point occupied by just one of your opponent's checkers, then the opponent's checkers will be placed on the bar.
You should try to hit the blots whenever possible, as long as it helps you move your pieces as close to your home court as possible.
This is a great way to slow down your opponent. Enter your pieces when they are taken out. If a player hits a blot with one of your pieces on it, then you have to place your own checker on your bar.
Your task is now to move that checker back onto the opposing home board. You can do this by rolling the dice and then moving the checker onto an open point on your opponent's home board, if you roll an open number.
If you do not roll an open number, then you lose your turn and you will have to try again on your next turn. 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.