| The Object of the Game |
| Setting Up the Backgammon Board |
There are 15 checkers of each color (a checker is a backgammon piece). You should also have four dice, and a doubling cube. The color of the dice usually matches the color of the checkers. Spaces on the backgammon board are represented by narrow triangles, and are called points. To describe the points on the backgammon board, it is common to use a numbering system. Each of the points is represented by a number; the first point in your home board is point # 1, and the last point, counting clockwise, is #24, which is in your opponent's home board. The initial board is set up as follows:
Your opponent's checkers will be set up in a mirror image of yours. |
| Starting the game |
| To decide who throws first, each player throws one die. The dice must land inside the board to the right of the bar. The player who throws the highest number goes first, using the numbers thrown to make his first move. The direction of play is counterclockwise, moving from point # 24 to point # 1. At the opening stage of the game, the value of the game is one point (equal to the basic stake, which is stated in monetary terms; that is, a dollar amount). Either player can offer to double the stake by turning the doubling cube, which starts out with the number 64 showing, to the side showing the number 2. The other player can either accept the double, or forfeit the game. The last person to accept a double may double next. Doubling can dramatically raise the stakes of the game. |
| The Play |
Players take turn rolling the dice. A player may move his or her checkers based on the number rolled by the dice. Each die has a separate value, meaning that a player may move two different checkers in one roll, as long as each checker is moved exactly the number of points shown on a die. Checkers can land on one of three types of "open" points:
Landing on a blot, an unprotected checker, sends your opponent's man to the bar. When you land on a blot, the software will put your opponent's checker on the bar. The checker remains on the bar until its owner succeeds in returning it to the game, by rolling a number corresponding to an open point in the opponent's home board. If the player does not roll a number on either die which corresponds to an open space in the opponent's home board, the turn is forfeited. | Winning Tips |
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| Types of Games |
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| Backgammon Glossary |
| The Backgammon Board |
| The backgammon board is the board on which the game is played; also called the backgammon table. |
| Points |
| The 24 triangles on the board are called points. The term point can also refer to the score for winning one game. |
| The Inner/Home Board |
| The inner or home board is the section of the board from which the checkers are removed from the game. |
| The Outer Board |
| The outer board refers to the two quarters of the board which are neither side's home board. |
| The Bar |
| The bar is the bar which separates the two halves of the board, and it is also called the rail. This is where checkers wait to enter the board after being hit. |
| Checker |
| A backgammon piece is called a checker or a marker. |
| Position |
| Position refers to the layout of the checkers on the backgammon board. |
| Pip Count |
| The pip count is the total number of points that a player still needs in order to bear off all his men. At the beginning of the game, each player has a pip count of 167. |
| To Make a Point |
| To make a point is to put two checkers on a point, giving you control over the point. |
| To Control a Point |
| To control a point is to have at least two checkers on a point so your opponent cannot land on it. |
| An Anchor |
| An anchor is a point controlled in the opponent's home board. |
| A Blot |
| When a single checker is on a point, vulnerable to being hit, it is a blot. |
| To Hit |
| To hit is to bump or knock off an opponent's blot by landing on it. |
| A Direct Hit |
| A direct hit is a hit using the number on one of the dice. |
| To Enter |
| Entering refers to coming into the opponent's home board from the bar. |
| To Bear In |
| To bear in is to move checkers to the home board. |
| To Bear Off |
| To bear off is to remove a checker from the board. |
| A Pip |
| The number on the die / the number of spaces the checker moves. |
| A Cocked Die |
| A die that lands badly is said to be "cocked" and both of the dice must be thrown again. |
| Doubles |
| When the dice both show the same number, it is treated as four dice with that number. |
| Point on a Blot / Point on a Head |
| When you hit a blot with two checkers and make a point. |
| To Split |
| To split is to separate two checkers that had been on one point. |
| To Slot |
| To slot is to leave an unprotected checker (a blot) on a point. |
| A Builder |
| A builder is a single checker on a point which the owner intends to add another checker to. |
| A Prime |
| A prime is a situation in which six sets of checkers are on consecutive points blocking the opponent's men who are behind the prime. |
| To Preclear |
| To vacate a high point in your home board before all your men are in your home board, in preparation for bearing off. |
| Gammon |
| A gammon is a situation in which the losing player has not borne off any men by the time the winner has finished bearing off. In this case, the winner receives twice the value of the doubling cube. |
| Backgammon |
| It is called backgammon if the losing player has not borne off any men and still has one or more checkers in the winner's home board or on the bar when the winner has finished bearing off. In this case, the winner receives three times the value of the doubling cube. |
| The Cube |
| The cube, also called the doubling cube, is a cube with one of the following numbers on each of its six sides: 2, 4, 8, 16, 32, 64. The cube is used for one player to offer the other the option of doubling the stakes of the game. |
| To Own the Cube |
| The last player to accept the offer of doubling the stakes owns, or has control of, the cube. |
| To Take |
| To take is to accept an offer to double the stakes and get possession of the doubling cube. |
| To Pass |
| To pass is to turn down the offer to double the stakes and forfeit the game, also referred to as folding. |
| To Resign |
| To resign is to forfeit the game. |
| Crawford Rule |
| In match play, the first game in which one player is a single point from winning is called the Crawford game, and the Crawford rule states that during this game, no doubling is allowed. Game values can still be doubled or tripled in gammon or backgammon wins. |
| A Beaver |
| When a player immediately redoubles and retains ownership of the cube, it is called a beaver. His opponent may accept or refuse the redouble. This option is available in most, but not all online backgammon games. |
| A Back Game |
| When a player is behind in the race but has at least two anchors in his opponent's home board, he may play a back game strategy in which he hits a late shot and tries to contain his opponent's checker behind a prime. |
| Game Plan |
| There are three main game plans (strategies): run, block, and attack. |
| Running Strategy |
| A running strategy employs as little interaction with the opponent as possible. |
| Blocking Strategy |
| In a blocking strategy, the player attempts to build blockades. |
| Attacking Strategy |
| In an attacking strategy, the player hits and closes out the opponent by controlling the points in his home board. |
| A Holding Game |
| A holding game is a game played using a defensive, or blocking, strategy. |
| End Play |
| End play is the portion of the game when at least one of the players has started to bear off. |
| A Contact Position |
| A contact position is a point at which checkers are still engaged and still may hit or block each other. |
| A Pure Race |
| When all of the checkers are heading for home with no opponent checkers on the way and the players' goal is to move forward as quickly as possible, the game is referred to as a pure race. Font backgammonstar.com |
Have you wondered how to play backgammon? Here are the BackGammon Rules. Backgammon is a game, which uses checkers, dice and dice cup along with a doubling cube on a board of 24 triangles (points) as instruments in a small battle on the playing field.
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