## Backgammon

Many translated example sentences containing "backgammon tips" know about backgammon: its rules, online backgammon websites, tips and specific. How to Play Backgammon: A Beginner's Guide to Learning the Game, Rules, Board, Pieces, and Strategy to Win at Backgammon | Bomberger, Chad | ISBN. The rule implies that in an n-point game if either player is ahead and gets to n-1 points then none of the players is allowed to use the doubling cube in the next.## Rules Of Backgammon Learn to Play the Ancient Game of Backgammon Video

The five basic strategies of backgammon 16/1/ · In this version of Backgammon, you can always move pieces off a space as long as the space where you’re moving the piece is clear or has only one of your opponent’s pieces on it. A piece cannot be moved to a space if two or more of your opponent’s pieces are in that space.To bear off you roll the dice and remove the associated checkers. Now, if you roll a die that is higher than where your checker is on the board, i.

The dice has to be higher than the highest point in order to do this. The player that successfully removes all of their checkers from the home board first wins the game!

If you are able to remove all 15 of your checkers before your opponent as borne off any of theirs then it is considered a gammon and the win is worth two points as opposed to one.

If you are able to bear off all 15 of your checkers before your opponent has the chance to bear any of theirs, and your opponent still has a checker on your home board then the win is considered a backgammon and is worth 3 points!

I have a question; Player A has all of his men in his home. A takes off a 5. Can A take off his 6 when ihe is blocked from going 6?

Not sure I understand your questions completely but hopefully this answer helps. Hi Andrew, I am not sure what you are referring to, could you be a bit more specific so I could fix the issue?

Hi, Anthony thank you for pointing out that error. 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.

Introduction Q: What is match play? When backgammon tournaments are held to determine an overall winner, the usual style of competition is match play.

Competitors are paired off, and each pair plays a series of games to decide which player progresses to the next round of the tournament.

This series of games is called a match. Match play is also popular on backgammon play sites. Matches 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.

The doubling cube is used, so the winner of each game receives the value of the game multiplied by the final value of the cube. Automatic doubles , beavers , and the Jacoby rule are not used in match play.

Q: What is the Crawford rule? This one game without doubling is called the Crawford game. After the Crawford game, the doubling cube is back in play again.

The Crawford rule is a standard part of match play. In this example, White and Black are playing a 5-point match. After three games, White has 4 points, one short of what he needs for the match.

That triggers the Crawford rule, and no doubling is allowed in the next game, Game 4. 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.

This reduces the number of games needed to win the match, lessening the value of the points held by the player who is winning.

On the other hand, if the cube were taken out of play completely, the player who is behind in the match would have to win all his remaining points without any help from the doubling cube at all.

The Crawford rule is an intelligent compromise. The Crawford rule was devised by John R. Crawford, co-author of The Backgammon Book.

Chouette is a social form of backgammon for three or more players. One player, the box , plays on a single board against all the others who form a team lead by a captain.

To determine the order of play, players each throw one die, and rerolls are used as needed to break ties. The player rolling highest becomes the box ; second highest becomes the captain of the team playing against the box.

The captains plays for the team, and has the final say on all checker-play decisions. When the box wins a game, he collects from each team member and retains his position as the box.

The captain goes to the back of the line and the next player on the team becomes the new captain. When the team wins a game, the box pays off to each team member and goes to the end of the line.

The captain becomes the new box, and the next player in line becomes the new captain. Players can leave or join a chouette at any time.

A new player starts at the bottom of the rotation. A chouette may be played with either a single doubling cube or multiple cubes. In a single-cube game, the only decision that the members of the team make individually concerns takes.

If the box doubles, each team member can decide on his own whether to play on or drop out. Those who drop out each pay off to the box and no longer participate as team advisers.

If the captain drops out while there are others on the team who wish to play on, the captaincy is assumed by one of these players and the previous captain drops to the bottom of the rotation.

Most chouettes today use multiple cubes. Each member of the team has his own doubling cube. The box can double the individual team members, and each team member can decide whether and when to double the box.

With multiple cubes in play, it is possible for the box to win against some players while losing against others. So the question arises, when does a player get to keep the box?

The usual rule is that a player retains the box if he defeats the captain. Customs vary as to the rights of the team. 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. There is no limit to the number of redoubles in a game.

Gammons and Backgammons. At the end of the game, if the losing player has borne off at least one checker, he loses only the value showing on the doubling cube one point, if there have been no doubles.

However, if the loser has not borne off any of his checkers, he is gammoned and loses twice the value of the doubling cube.

Or, worse, if the loser has not borne off any of his checkers and still has a checker on the bar or in the winner's home board, he is backgammoned and loses three times the value of the doubling cube.

Optional Rules. The following optional rules are in widespread use. Automatic doubles. If identical numbers are thrown on the first roll, the stakes are doubled.

The doubling cube is turned to 2 and remains in the middle. Players usually agree to limit the number of automatic doubles to one per game.

When a player is doubled, he may immediately redouble beaver while retaining possession of the cube.

The original doubler has the option of accepting or refusing as with a normal double. The Jacoby Rule. Gammons and backgammons count only as a single game if neither player has offered a double during the course of the game.

This rule speeds up play by eliminating situations where a player avoids doubling so he can play on for a gammon. If you roll doubles, you have a total of four moves to make.

In other words, if you roll double 5s, you can take four moves of five spaces using any combination of checkers subject to the usual rules related to making moves.

If a single checker of either color is located on a point, that is known as a blot. If one or more of your checkers are on the bar, you must get those checkers back on the board before moving any others.

If both numbers rolled correspond to points that are not open, then you lose your turn. If you can enter one or more of your checkers from the bar, but not all of them, you must do so.

You then lose any remaining moves. After your last checker has been returned to the board, any remaining numbers on the dice must be played.

You may move any checker, including one that was just returned to the board. Once all of your checkers are on your home board, you may start bearing off.

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