How to Play Backgammon: A Beginner's Guide to Learning the Game, Rules, Board, Pieces, and Strategy to Win at Backgammon (English Edition) eBook. Norfolk, Tim, Backgammon, Rules, Strategy, Winning Play, Photo Carter, Donald, Backgammon - How to Play and Win, Photo vorhanden. Stern. 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.
How to Play BackgammonPlay 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. Norfolk, Tim, Backgammon, Rules, Strategy, Winning Play, Photo Carter, Donald, Backgammon - How to Play and Win, Photo vorhanden. Stern. Did you know backgammon is one of the oldest games ever invented - and it's even older than chess? In this fascinating guide, you'll discover the year.
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These points are arranged into 4 different sections, or quadrants, of the board consisting of six points each. The bar, sometimes referred to as the point, is where the hinges are located on folding boards and it is often raised above the playing surface.
For ease of reference, each point is assigned a number from 1 to 24 based on the relative location for each player. The top rightmost point is referred to 24, and the numbers descend in order counter-clockwise until reach one at the player bottom rightmost point.
Knowing how to use the point numbering system is important not only for talking about moves with others and planning basic backgammon strategy, but also for setting up the game correctly.
Before the game starts, each player places two checkers on their point, 5 checkers on their point, 3 checkers on the 8-point, and finally 5 checkers on their 6-point.
A shared doubling cube is placed in the middle of the bar between the two players with the number 2 face up.
Unlike chess where traditionally the player who controls white goes first, in Backgammon, the first player is determined by rolling one die.
The highest number takes the first turn. If the player rolled two different numbers, the player must move his checkers the same number of points which appear on each individual die in a counter-clockwise direction.
The player may even elect to move one checker twice or more, see below , but the number on each die is considered an individual move, and all aspects of a valid move must be followed before continuing to move.
On the occasion when a player rolls doubles, he must make four moves with each one equal to the number on the dice. If the checker lands on an empty point or one which other of his checkers are present, that move is finished, and the player must now use the other die to move.
It is important to note that if a player has a valid move available, he must move, and cannot pass. When a checker is sent to the bar, the player whose checker it is must bring it back into the game before making any other moves.
For example, if a player is on the bar and rolls a 3 and a 5, the point or point must be a valid play; otherwise, he loses his turn even if other moves are available to him.
The goal of the game is to escape the board by bearing off. Before a player can start to bear-off, he must first have all 15 of his checkers in his home board.
At this point, the player can begin removing checkers from the board To do this, the player rolls his dice. Then the player can remove a checker from the board which is on the corresponding point.
For example, if the player rolls a 4 and a 2, he can remove one checker each from any of the ones he has on his 2-point and 4-point. Attempt to "bar" your opponent's checkers by moving your checker onto a point occupied by one of your opponent's checkers.
Their checker must be moved to the bar and removed on their next turn. You cannot move a checker to a point occupied by two or more of your opponent's checkers.
Remove your checkers from the bar, if necessary, as you cannot perform any other moves until all of your checkers have been debarred.
To do so, roll the dice. You may move your barred checkers to your opponent's home board points of the corresponding number 1 through 6 , but only if they are unoccupied.
Bear off your checkers once all 15 are within your home board points 1 through 6. You may remove your checkers from the game if they are sitting on points corresponding to the dice numbers.
Move checkers as usual if you do not have any checkers on points corresponding to the dice numbers. 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. 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.
Once you get your checker s off the bar and back onto the board, you can move your other checkers again. If you only had one checker to enter, then you can use the other number that you rolled to move one of your other checkers.
If you can only enter one checker during a dice roll, then you will have to try again on your next turn. If you have more than two checkers on the bar, you can only move your other checkers once all the checkers on the bar are entered.
Part 4 of Understand how to win the game. To win the game, you need to be the first one to bear off, or remove, all of your checkers from the board and into your tray.
To bear off your checkers, you need to roll both dice and use the numbers to move pieces into the tray. The numbers you roll must be exact or higher than the number of spaces needed to remove each piece from the board.
But if you do not have a checker on the 6 point, you can bear it off from the next highest point on your board, such as the 5th or 4th point.
Move all of your checkers into your home court. You can only start bearing off your checkers once they are all in your home court. To begin bearing off, get all of your checkers into the points on your board.
They can be placed on any of these points. Don't forget that your checkers are still vulnerable when they're in your own home court. After that, you can't continue bearing off until it's back in the home court.
Start bearing off your checkers. When bearing off, you can only bear off checkers that occupy the corresponding point. Backgammon is a game of stakes, A player can change the stakes of the game before their turned at any point during the game.
A player will propose to double the stakes if they feel they are at an advantage of winning the game. The opponent in this case can decide to reject this idea and concede the game for the point to you.
However if they decide not to reject they will continue to play the game at a higher stake. The player who agrees to the double will now be the owner of doubling dice for the next stake.
Any further doubles are called redoubles. If a player refuse a redouble he must concede the point prior to the redouble. This now means the agreed player owns the doubling dice and will not decide the next redouble.
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