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Winning a single game can take a long time, so we decided to just make the simplest version, without the doubling dice and tracking wins over many games.
However, if we get a lot of requests for that we might add it later. The game board and pieces are custom graphics made here at CardGames.
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Each player's home board is positioned on the right quadrant closest to the player. The home boards are opposite each other, and so are the outer boards, which are located in the left quadrant.
The player moves his checkers from the direction of the other player's home board in a horse-shoe like direction, moving counterclockwise.
The triangles are numbered from in most of the Backgammon boards, with the 24th point being the furthest point from the player, and with 1 being the right most triangle on the player's home court.
The players must move their pieces from opposite sides of the board, so one player's 1st point is the other player's 24th point, one player's 2nd point is the other player's 23rd point, and so on.
Set up the board. Each player must set up his 15 checkers for the game to begin. The players' checkers will be comprised of two distinct colors, traditionally white and red, or white and black but it can also be other colors.
To set up the board, each player must place two checkers on their 24 point, three checkers on his 8 point, five checkers on his 13 point, and five more checkers on his 6 point.
Roll a die to determine who goes first. The player who rolls the highest number will go first. If both players roll the same number, roll again.
The numbers rolled will count as the first moves for the player with the highest number. For example, if one player rolled a 5 and the other rolled a 2, then the player who rolled the 5 would go first and use the 5 and 2 in lieu of a new dice roll.
Remember that you can double the stakes at any time. In backgammon, the winner doesn't gain points, but the loser loses points.
So if you win, the opponent will either lose based on the face value, double value, or triple value of the stakes on the doubling cube.
The doubling cube isn't a die but a marker. It starts at 1, but you can raise the stakes at any time at the beginning of your turn before you have rolled the dice.
He will have ownership of the cube and will be able to propose a doubling during any of his future turns. If your opponent does not accept your offer, he must forfeit the game and lose by the original stakes.
You can keep doubling the stakes back and forth, or redoubling , but it's not traditionally done more than three or four times in a game.
Use a dice tumbler to roll two six-sided dice once during each of your turns. 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. 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.
Hit a blot to move your opponent's checkers on 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.
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This game uses modern browser features which your browser doesn't support. For the best results, please get the latest version of Google Chrome.
Five Nights at Freddy's. My Dolphin Show 8. Madalin Stunt Cars 2. Just a few more seconds before your game starts! This is taking longer than usual.
Want to wait a bit more, or reload the game? Not Helpful 6 Helpful There is no rolling again on doubles, just moving twice for each number.
Not Helpful 12 Helpful At the start of a game or match, how is it decided who plays black and who plays white, and does this ever change?
Tournament rules state that disagreements over this and similar preferences can be determined by rolling dice, with the high roller getting his first choice.
Not Helpful 7 Helpful As many as you want, as long as the slot doesn't contain the opponent's 2 or more pieces.
Not Helpful 16 Helpful Just leave them there. You can't move them out of your inner table, the only way they can get it is if they're placed on the bar by an opponents man aka checker.
Not Helpful 9 Helpful If you're rolling a 1 or a 2 as your first move, and will be the best. Not Helpful 18 Helpful Can I choose not to bear off an exposed checker and move the exposed checker?
You can only start bearing off men aka checkers once you have all your men in your inner table. Once you do have that it's probably better to try and bear them all off, because the first person to have all their pieces beared off is the person who wins.
However, you can choose to move it instead of bearing it off. I moved my markers incorrectly to the number rolled and it wasn't discovered until my opponent had rolled but not played.
Is it too late for me to place my markers in the correct spot? There is no technical rule about this, so you have to decide between yourself and the other player whether you think that would be fair.
Usually moves are set in stone, but if you can easily figure out and undo everything that has been affected by the false move, ask your opponent if it's OK with them.
Not Helpful 6 Helpful 6. It is difficult if you are a beginner, but you will get the hang of it the more that you practice.
Not Helpful 6 Helpful 5. What do I do if there are 5 of my checkers blocking 2 of my opponent's checkers. That happens to me all the time.
Eventually you will have to move one of the 5 checkers. You can't win if there are 5 in a row anywhere except in the home, so your opponent will be un-blocked after you decide to move one of them.
Not Helpful 11 Helpful 2. I have 4 checkers on the one spot, I roll a 4 and 5, how many checker can I take off? Answer this question Flag as If I have all my checkers in my home and opponent has one on the bar, can I play it within or I have to break it off?
How do you set up the checkers for a game? What are some good strategies to use in backgammon? Include your email address to get a message when this question is answered.
Already answered Not a question Bad question Other. Tips If you rolled the same number on both dice like , that's a double.
If you rolled a double, instead of moving twice the number you got, you move four times the number you got. For example, if you rolled , you move 3 steps four times.
If the dice or even only one die fall off the board or lands on a checker, you must roll them both again. Things You'll Need Backgammon board.
Article Summary X For 2 people to play backgammon, both should roll a die, and the highest roll will go first. Did this summary help you? Add a photo Upload error.
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LS Liz Smith Feb 9. We are now enjoying the game, and learning more about strategy as we play. JH Joyce Henley Aug 7, I just found two boards, each with missing pieces to complete a good board.
I read through all the rules and can't wait to start playing again. JC Jane Coble Sep 30, I needed a copy to put with my game and to remember how to play the game!
AJ Ashok Jalalabadi Apr 15, So now we have the board, etc. Thank you so very much! MM Michelle Mattes Aug 25, Needed refreshed, and this step by step lesson will be great.
Backgammon is a popular ancient board game. It is played with two players lucky you, we have a computer player to enjoy!
The object of backgammon is to move all your checkers around the board in a clockwise motion and ultimately bear off the checkers from the board.
The first player to remove all their checkers is the winner. Alternate turns with your opponent moving checkers toward your home in the upper right hand quadrant of the backgammon board.
Move checkers by rolling the dice. The numbers on the dice refer to how many spaces you may move with one or more checkers.
Highlights show you where the checkers can possibly move. If you roll doubles, you get to move each die twice, concluding in four moves for that turn.
You may move your checkers onto any Point so long as it is occupied by your checkers, is empty, or has 1 opponent checker. You may not move your checkers onto a Point with two or more opponent checkers.
If you land on a Point with one opponent checker, you knock the opponent's checker off the board and send it back to the beginning.
The opponent must now roll and move into an empty spot in your home territory to get that checker back into gameplay. They may not move any other checkers until that knocked off checker is returned.
Leaving your checkers open with only one on a point leaves them open to be knocked off by your opponent as well!