How Do You Play Backgammon
The Backgammon game is a true classic board game that never gets old, but gets better with an online Backgammon live version that allows you to play. How to Play Backgammon: A Beginner's Guide to Learning the Game, Rules, Board, Pieces, and Strategy to Win at Backgammon (Hörbuch-Download). Welcome to Backgammon - Lord of the Board - If you LOVE playing online Backgammon with friends then you have come to the right place! Even if you are a.
Backgammon GoldHow to Play Backgammon: A Beginner's Guide to Learning the Game, Rules, Board, Pieces, and Strategy to Win at Backgammon | Bomberger, Chad | ISBN. PRINTWORKS. PLAY - Backgammon. SEK. Unsere PLAY-Spiele haben poppige Farben und eine ausgeprägte Ästhetik. Stapeln Sie sie zusammen mit. Download the game and follow the Backgammon rules: Players get 15 game pieces (AKA checkers or draughts) and must roll the dice to move them between 24 points on the Backgammon dice board game based on the numbers received in each dice roll.
How Do You Play Backgammon Backgammon Requirements VideoHow To Play Backgammon Play against friends in Pass and Play multiplayer, or against the Backgammon Gold AI. With 4 different AI strength levels to choose from, there is a perfect. How to Play Backgammon: A Beginner's Guide to Learning the Game, Rules, Board, Pieces, and Strategy to Win at Backgammon | Bomberger, Chad | ISBN. How to Play Backgammon: A Beginner's Guide to Learning the Game, Rules, Board, Pieces, and Strategy to Win at Backgammon (Hörbuch-Download). Welcome to Backgammon - Lord of the Board - If you LOVE playing online Backgammon with friends then you have come to the right place! Even if you are a. That player does not roll the dice again; they play the two numbers just rolled on their first turn. You can keep doubling the stakes back and forth, or redoublingbut it's not traditionally done more than three or four times in a game. This rule speeds up play by eliminating situations where a player avoids doubling so he can play on for a gammon. Alternatively, that player may move 1 piece 7 points. These cookies collect information that is used either in aggregate form to help us understand how our website is being used or how effective our marketing campaigns are, or to help us customize our website and application for you in order to enhance your experience. Players will then take turns to move their pieces along the board. If White rolls with a checker on the bar, he must enter the checker onto Red's four point since Red's six point is not open. An alternate arrangement is the reverse of the one shown here, with the home board on the left and the outer board on the right. For each player, the 12 closest points are numbered 1 to 12 from right to left, and the farther points Wimmelbild Umsonst numbered 13 to 24 from left to Lottozahlen 04.03.2021. Each player places two checkers Casinos In Trinidad their point, five checkers on their point, three checkers on their 8-point, and five checkers on My Free Farm Game 8-point. If equal numbers come up, then both players roll again until they roll different numbers. The captain becomes the new box, and the next player Consorsbank Test line becomes the new captain. It can be taken back to Ancient Greece where emperors played this game in their spare time. Bitte nicht drauf herein fallen! While some may call it Nackgammon, Nardi or Trictrac, others call it Tavla or shesh besh, yet the backgammon rules are the same KreuzwortrГ¤tsel Online De the fun is universal. Totogaming, BGL Team. Direkt zum Inhalt.
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The player who rolls the highest number goes first. If both players roll the same number, roll again. For the rest of the game, players alternate turns.
Roll the dice on your turn and use the displayed numbers to move your checkers, either moving one checker for each die amount or moving one checker the combined amount.
The goal of the game is to move all your checkers onto your "home board," which contains points 1 through 6. Once all 15 of your checkers are on these points, you can begin to "bear them off.
Attempt to "bar" your opponent's checkers by moving your checker onto a point occupied by one of your opponent's checkers. If there are no checkers on higher-numbered points, the player is permitted and required to remove a checker from the highest point on which one of his checkers resides.
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 checkers in his home board in order to bear off.
If a checker is hit. To decide who goes first, you and your opponent each roll one die. In the case of a tie, you both roll again.
The player who rolls the higher number goes first. That player does not roll the dice again; they play the two numbers just rolled on their first turn.
Notice that the player who goes first never has doubles on their first turn because ties on the first roll are always broken. The object in backgammon is to move all of your checkers around the board into your home board and then bear them off.
The first player to get all their checkers off the board is the winner. Q: What is the ace-point? The ace-point is another name for the one-point, the last point you can move your checkers to before bearing them off.
No, you must play your roll if there is any legal way to do so. But the standard game has no such restriction. A doubling cube is a cubical block, a little larger than a regular die, with the numbers 2, 4, 8, 16, 32, and 64 printed on its faces.
It is sometimes simply called the cube. The purpose is to allow players to bet on the game as they are playing. Q: How do you use a doubling cube? At the beginning of the game, the doubling cube is placed halfway between the players, either on the bar or at the side of the board, with the number 64 face up.
The 64 means that the stakes have not been doubled yet. That is, either player can make the first double. At any point during the game, a player who thinks he has a sufficient advantage may double the stakes.
He can do this only at the beginning of his turn, before he has rolled the dice. When a double is offered, the opponent may refuse the double , in which case he resigns the game and forfeits the current stakes.
The current stakes is the value of the cube before the double is offered, in this case one point. He places the cube on his side of the board with the number 2 face up.
The number 2 represents the fact that the stakes are now doubled. The position of the cube means that player now owns the doubling cube and only he may make the next double.
If the game later turns around and the player who owns the cube feels he now has an advantage, he may redouble the stakes to 4. His opponent may refuse and give up the current stakes now two units or he may accept and continue play at quadruple the initial stakes.
There is no limit to the number of doubles and redoubles in a single game, except that no player may double twice in a row.
At the end of the game, the loser pays the winner the value of the doubling cube in whatever units they have agreed to play for. For example, if playing for one dollar a point and the doubling cube shows 4, then the loser pays the winner four dollars.
In the case of a gammon or backgammon , this amount is doubled or tripled. Yes, you can double at the start of any turn. Some people play that if the two players roll the same number on the first roll of the game, then the doubling cube is automatically turned to 2.
The cube stays in the middle but now the first voluntary double of the game will be offered at 4. If the players roll the same number again, then the cube is turned up another notch, though players often agree to limit the number of automatic doubles to one per game.
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If there are no checkers on higher-numbered points, the player is permitted and required to remove a checker from the highest point on which one of his checkers resides.
A player is under no obligation to bear off if he can make an otherwise legal move. Figure 5. White rolls and bears off two checkers.
A player must have all of his active checkers in his home board in order to bear off. If a checker is hit during the bear-off process, the player must bring that checker back to his home board before continuing to bear off.
The first player to bear off all fifteen checkers wins the game. Backgammon is played for an agreed stake per point. Each game starts at one point.
During the course of the game, a player who feels he has a sufficient advantage may propose doubling the stakes.
He may do this only at the start of his own 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 one point.
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 number of points that were at stake prior to the redouble.
Otherwise, he becomes the new owner of the cube and the game continues at twice the previous stakes.
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.
Part 2 of Roll the dice. 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. If one of your checker's gets hit, then it will go to the bar and you will have to use your next turn to roll and try to reenter the board in your opponent's home board.
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. Part 3 of Hit a blot to move your opponent's checkers to 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.To do this you roll the dice and simply move the amount of spaces your dice is showing to you. If you roll a 2 and a 5, you may move one piece 7 places, or 2 pieces 2 and 5 places, respectively. One player will move in an anticlockwise direction and the other in a clockwise direction. 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. . Bear off your checkers once all 15 are within your home board (points 1 through 6). To do so, roll the dice. You may remove your checkers from the game if they are sitting on points corresponding to the dice numbers. Backgammon is played for an agreed stake per point. Each game starts at one point. During the course of the game, a player who feels he has a sufficient advantage may propose doubling the stakes. He may do this only at the start of his own turn and before he has rolled the dice. Match play is also popular on backgammon play threelightsgallery.coms are played to a specified number of points. The first player to accumulate the required points wins the match. Points are awarded in the usual manner: 1 for a single game, 2 for a gammon, and 3 for a backgammon. Playing backgammon doesn't take long to learn, but it is difficult to master. Setting Up the Game Lay the game board lengthwise between both players and assign each player a color, either red or white. Movement of the Checkers. Once all 15 of your checkers are on these points, you can begin to Berlin Spandau Wetter them off. The idea behind the rule is that without restrictions on doubling, the player who is behind in the match would double at his first opportunity every game. The numbers rolled represent two separate moves. Place your checkers.