Content
Description
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Backgammon is played on a board made of 24 points. Each
player has 15 checkers (usually white and black, or white and red). The
points represent the spaces where the checkers can be moved. The
board is separated in its middle by the bar. When a checker is hit,
it is put on this middle area.

The
aim of Backgammon is to be the 1st player to bear off all your 15
checkers. Players take turns rolling the dice and moving their checkers.
The player who starts is chosen
randomly at the beginning of each game.
At the beginning of his turn, the
player rolls 2 dice. He can then move his checkers according to the
rules below. Note: Doubles thrown on the first roll are
discarded and the dice re-rolled.
Moving the checkers
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The picture below shows the way the checkers move around
the board.
Note: The 2 players move in opposite direction.

The dice are to be played individually, in any order. To move a checker using a die,
move it the number of points shown by the die. A checker can not be moved to a point occupied by 2 or more of the opponent's checkers. Once the 1st die is played, the second one can be played. This completes the turn and the other player's turn begins.
For example, in the initial
position White rolls 5-4
It can move one of the 2 back man
using the 4(not using the 5 first as the point is occupied by more than 2
opponent men).
It can then continue moving this same checker using the 5 (as shown below)
or move another one.

Move the mouse over the image to see the final position Another choice is the move 2 checkers from the
13th point as shown below

Move the mouse over the image to see the final position Some restrictions apply to the
moves:
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If both dice can be played, the player must do so.
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If only one of the die can be played, the player must
play the highest one if it's possible.
Double
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When a player rolls a double (both dice having the same
value), the player must move 4 times.
For example Red rolls 3-3 it can move as shown below

Move the mouse over the image to see the final position
Hit
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When a checker moves on a point occupied by only one opponent checker, this checker is hit and moves on the
central bar.

Move the mouse over the image to see the final position
A player with
checkers on the bar must enter them 1st before moving any other checkers.
To enter a checker move it like if it was right outside the board.
For instance Black rolls 41 and enter his checker from the bar using the 4
to the 21 point. he could have also enter in 24 using the 1.

Move the mouse over the image to see the final position
Bear off
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When ALL of a player's checkers are on his last 6 points,
he can bear off. To bear off, you have to reach an imaginary point located
just outside of the board. To bear off one man, you need the exact dice
to just remove it. This means that to bear off a man on the 3 point,
you need to roll a 3.
The farthest men can always bear-off, even if the dice is greater than
the checker position. In the position below, if white rolls a 6, it can
bear off the checker from the 5 point.

Move the mouse over the image to see the final position
Score
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Usually, the player who bears off all his men first, wins 1 point. You can
win more on some occasions:
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If the opponent did not bear off a single man,
the player wins a Gammon and 2 points.
If the opponent did not bear off a single
man AND has at least one checker on the bar or on his opponent's last 6
point, the player wins a Backgammon and 3 points.
Cube
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The cube is a die
marked with the value 2,4,8,16,32 and 64. It shows the value of the
current game.
At the beginning of
the game the value is 1 and the cube is positioned in the middle of the
board. At any point if a player thinks that he has an advantage, he can
propose to his opponent to double the value of the game. This choice can
be made only when it is his or your turn, before rolling his or your dice.
The opponent has 2
choices:
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Refuse the
proposition: the game ends, and the player who doubled wins the
current value of the cube.
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Accept the
proposition: the game continues. The cube is put on its 2 face on the
opponent side. Now only the opponent can decide to use the cube. If
ever this player decide later to double, the player will have the
choice to refuse and lose 2 points or continue with the cube at 4.
When a player wins a gammon, he
wins twice the value of the cube; for a backgammon, he will win 3 times
the value of the cube.
Note: you can not double on the very
first roll.
Match play
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Backgammon is often played in "Matches". In a match,
the aim is to reach a determined score, usually an odd number of points in a
match).
IMPORTANT NOTE: In any match, the final score does not matter when
calculating elo--you receive the same amount of elo points whether you win a 5
point match 8 to 0 or 5 to 4.
This mean that when playing a 1 point match, the gammons do not matter
because the elo calculation is based upon the contract of a 1 point match.
Doubling is not allowed as it would make no sense to double since that match
was contracted for only one point.
Crawford
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The Crawford rule is almost always used in match play.
This rules says that when any player is only one point from winning
the match, the next game will be played without any player being
allowed to double.
For example in 5 point match:
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Score |
Cube actions |
Outcome |
| Game 1 |
0-0 |
Cube allowed in
Game 1 |
Player 1 wins 2
pt |
| Game 2 |
2-0 |
Cube allowed in
Game 2 |
Player 1 wins 2
pt |
| Game 3 |
4-0 |
CRAWFORD GAME
Doubling is not allowed |
Player 1 loses
1pt |
| Games 4 |
4-1 |
POST CRAWFORD
GAME
Doubling is allowed |
Player 1 loses
2pt |
| Games 5 |
4-3 |
POST CRAWFORD
GAME
Doubling is allowed |
Player 1 wins
2pt |
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6-3 |
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Player 1 wins
the match |
Note: In game 4
and 5, player 2 should double as soon as possible because he has
nothing to lose (remember, that it's the same elo loss whether you lose
6-1 or 5-1).
Jacoby
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The Jacoby rule is
used only when not playing a match (this kind of game is called unlimited
or Money play). When using the Jacoby rule, no player can score a
gammon or backgammon if the cube is still at its initial value.
Beaver
and Raccoon
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Like the Jacoby
rules, Beaver and Raccoon are not used in match.
When a player doubles
the opponent has a 3rd choice: it can accept the cube "Beaver". It means
the player redouble immediately but still keep the ownership of the cube.
The player who initially doubled can refuse the beaver and lose 2 points,
accept it and the game continue with a cube at 4 (own by the 2nd player)
or even "raccoon" and proposed again to double the cube to 8 !
Beaver and Raccoon
are gambling tools.
Variations
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The variations
included in GammonSite are HyperGammon, NackGammon and LongGammon.
The rules of the game
are the same--only the initial position changes.
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Description |
Starting Position |
| NackGammon:
this variation has been created by Nack Ballard. It involves much
more strategy. Backgames are more frequent in this variation. |
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| HyperGammon:
it is played with only 3 checkers. The game is highly tactical. |
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| LongGammon:
The strategy in this variation is very different from backgammon.
Generally, it is best to try to establish a prime in your opponent's outer
board. |
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