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Backgammon
Object of the Game
The object of the game is for each player to bring all his
checkers into his home board, and then to bear them off the
board. The first player to clear all his checkers off the
board is the winner.
Playing the
Game
Backgammon is a game for two players, played on a board of
twenty-four narrow triangles called points. Each player has
fifteen stones of one color (light or dark) that are placed
along the boards 24 points. Points alternate in color and
are grouped into four quadrants of six points each.
Quadrants are referred to as a players home board and outer
board. The board is divided in half by a center partition
called the bar. All points on a backgammon board are
distinguished by numbers. A players outermost point is the
twenty-four point, which is also his opponents` one point. A
doubling cube, with the numbers 2, 4, 8, 16, 32, and 64, is
used to keep track of the current stake of the game.
To start the game, each player rolls a single dice. 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 who
throws the highest number moves first according to the
number displayed on the dice. After the first roll, the
players throw both dice and alternate turns. The roll of the
dice indicates how many points (or pips) a player can move
his stones. Stones are always moved forward, to a
lower-numbered point. The following rules apply: A stone can
only be moved to an open point (one not occupied by two or
more opposing stones).
The numbers on the two dice constitute separate moves. For
example, if a player rolls 5 and 3, he may move one stone
five spaces to an open point and another stone three spaces
to an open point, or he may move the one stone 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. 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 stones he feels appropriate to complete this
move. A player must use both numbers of a roll if legally
possible (and all four numbers of a double). When only one
number can be played, the player must play that number. If
either number can be played, but not both, a player must
play the higher one. When either number cannot be used, a
player loses his turn. In the case of doubles, when all four
numbers cannot be played, a player must play as many numbers
as he can.
Hitting and
Entering
A point occupied by a single stone of either color is called
a blot. If an opposing stone lands on a blot, the blot is
hit and placed on the bar. Anytime a player has one or more
stones on the bar, his first obligation is to enter that
stone(s) into the opposing home board. A stone 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 stone onto either the opponents four
point or six point, so long as the prospective point is not
occupied by two or more of his opponents` stones. 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 stones, he
must enter as many as he can and then forfeit the remainder
of his turn. After the last of a players` stones has been
entered, any unused numbers on the dice must be played.
Bearing Off
Once a player has moved all of his fifteen stones into his
home board, he can begin bearing off. A player bears off a
stone, by rolling a number that corresponds to the point on
which the stone resides, and then removing that stone from
the board. If there is no stone on the point indicated by
the roll, the player must make a legal move using a stone on
a higher-numbered point. If there are no stones on the
higher-numbered points, the player can remove a stone from
the next highest point. A player is under no obligation to
bear off if he can make an otherwise legal move. A player
must have all of his active stones in his home board in
order to bear off. If a stone is hit during the bear-off
process, the player must bring that stone back to his home
board before continuing to bear off.
The Doubling
Cube
Backgammon is played for an agreed wager (or number of
points in the tournament play). During the course of the
game, a player who feels he has a sufficient advantage may
propose doubling his stakes. He may do so, only at the start
of his 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 the original wager. 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 wager that was at stake prior to
the redouble. Otherwise, he becomes the new owner of the
cube and the game continues at twice the previous stakes.
Redoubles can increase up to 64 times the original wager.
Playing with
beavers
An optional rule in Single Game Mode which says that when a
player is doubled, he may immediately redouble (beaver)
while retaining possession of the doubling cube. The
original doubler has the option of accepting or refusing as
with a normal double.
Jacoby Rule
The Jacoby Rule makes gammons and backgammons count for
their respective double and triple points 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,
and thus likely end the game, rather than 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.
Crawford Rule
The Crawford Rule makes match play much more fair for the
player in the lead. If a player is one point away from
winning a match, his opponent has no reason not to double;
after all, a win in the game by the player in the lead would
cause him to win the match regardless of the doubled stakes,
while a win by the opponent would benefit twice as much if
the stakes are double. Thus there is no advantage towards
winning the match to being one point shy of winning, if
one's opponent is two points shy!
To remedy this situation, the Crawford Rule requires that
when a player becomes one single point short of winning the
match, neither player may use the doubling cube for a single
game, called the Crawford Game. As soon as the Crawford Game
is over, any further games use the doubling cube normally.
Not quite as universal as the Jacoby Rule, the Crawford Rule
is widely used and generally assumed to be in effect for
match play. Automatic doubles
When automatic doubles are used, any re-rolls that players
must make at the very start of a game (when each player
rolls one die) have the side-effect of causing a double.
Thus, a 3-3 roll, followed by a re-roll of 5-5, followed by
a re-roll of 1-4 that begins the game in earnest, will cause
the game to be played from the start with 4-times normal
stakes. The doubling cube stays in the middle, with both
players having access to it. The Jacoby Rule is still in
effect.
Automatic doubles are common in money games (upon
agreement). They are never used in match play. Known variant
- all same but 6-6 triples rather than doubles stakes.
Gammons and Backgammons
At the end of the game, if the losing player has borne off
at least one stone, he loses only the value showing on the
doubling cube (the original wager or one point if there have
been no doubles). However, if the loser has not borne off
any of his stones, he is gammoned and loses twice the value
of the doubling cube. More so, if the loser has not borne
off any of his stones and still has a stone on the bar or in
the winners` home board, he is backgammoned and loses three
times the value of the doubling cube. |