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Backgammon Rules
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.
Backgammon is a simple game with deep strategic elements.
It does not take long to learn to play, although obscure situations do
arise which require careful interpretation of the rules. The playing time
for each individual game is short, so it is often played in matches, for
example the first to five points. Game and match are used in
Backgammon to refer to these distinct elements, as in, "I won two games in
a row, but then she won three in a row and I lost the match, three points
to two."
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.
Note that the board as shown can be flipped horizontally, with starting
positions and direction of play likewise flipped but with no changes to
the mechanics of gameplay. The two orientations are equally common and
game boards are all designed to be played both ways.
Points one to six, where the player wants to get his pieces to, are called
the home board or inner board. A player may not bear off any checkers
unless all of his checkers are in his home board. Points seven to twelve
are called the outer board, points thirteen to eighteen are the opponent's
outer board, and points nineteen to twenty-four 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.
At the start of the game, each player rolls one die. Whoever rolls higher
starts his first turn using the numbers on the already-rolled dice. In
case of a tie, the players roll again. The players alternate turns and
roll two dice at the beginning of each turn after the first.
After rolling the dice a player must, if possible, move checkers the
number of points showing on each die. For example, if he rolls a 6 and a
3, he must move one checker six points forward and another one 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 nine all at once.
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 enemy checkers,
he forfeits 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.)
If a player rolls two of the same number (doubles) he must play each die
twice. For example, upon rolling a 5 and a 5, he must play four checkers
forward five spaces each. As before, a checker may be moved multiple times
as long as the moves are distinct.
A checker may land on any point occupied by no checkers or by friendly
checkers. Also it may land on a point occupied by exactly one enemy
checker (a lone piece is called a blot). In the latter case the blot has
been hit, and is temporarily placed in the middle of the board on the bar,
i.e., the divider between the home boards and the outfields. 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.
Checkers on the bar re-enter the game through the opponent's home field. A
roll of 1 allows the checker to enter on the 24-point, a roll of 2 on the
23-point, etc. A player with one or more checkers on the bar may not move
any other checkers until all of the checkers on the bar have re-entered
the opponent's home field.
When all of a player's checkers are in his home board, he may remove them
from the board, or bear them off. A roll of 1 may be used to bear off a
checker from the 1-point, a 2 from the 2-point, etc. A number may not be
used to bear off checkers from a lower point unless there are no checkers
on any higher points. 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-, and
6-points.
A checker borne off from a lower point than indicated on the die still
counts as the full die. For instance, suppose a player has only one
checker on his 2-point and two checkers on his 1-point. Then on rolling
1-2, he may move the checker from the 2-point to the 1-point (using the 1
rolled), and then bear off from the 1-point (using the 2 rolled). He is
not required to maximize the use of his rolled 2 by bearing off from the
2-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 twice a
normal loss. 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. Sometimes a distinction is made
between pieces in the opponent's home board (triple loss) and pieces on
the bar (quadruple loss).
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