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 backgammon in These rules were prepared in conjunction with the International Backgammon Association and the Inter-Club League of. How to Play Backgammon: A Beginner's Guide to Learning the Game, Rules, Board, Pieces, and Strategy to Win at Backgammon | Bomberger, Chad | ISBN.
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Ab wann ein Logo Quiz 2 sich How To Play Backgammon und wann nicht. - Backgammon at Home & OnlineA double or redouble may be Browser Spiele Mit Freunden only when it is the player's turn to play and before he has thrown the dice.
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. If you cannot move any checkers or remove any checkers from play, your turn is over.
Aaron Kopf graduated from the University of Central Arkansas with honors in , holding a Bachelor of Arts in communication.
While enjoying his time at college, Kopf was published in The Echo and Vortex magazine. By: Aaron Kopf Updated April 12, Backgammon box image by Dumitrescu Ciprian from Fotolia.
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.
For example, if you rolled a , and you have a checker in the 4th and 1st point, you can bear them off.
If your roll double sixes and have four checkers on the 6th point, you can bear off all six. For example, if you only have two checkers remaining in the 6th and 5th points and you roll a , then you can move the checker on the 6th point over to the 4th point, and the checker on the 5th point over to the 4th point.
You can use a higher roll to bear off a die on a lower point. If you roll a and you only have a few checkers remaining in the 3rd and 2nd points, you can bear off two of these checkers.
You must move a lower die roll before a higher one even if it means you can't fully use the full value of a die. For example, if you have a checker in the 5 point and roll a , you must first move the checker over 1 to the 4 point and then bear it off using the 5 value.
Bear off all fifteen of your checkers. If you bear off all fifteen of your checkers before your opponent does, then you have won the game of backgammon.
But not all wins are created equal. Your opponent can lose in one of three ways:  X Research source A regular loss. These cookies are strictly necessary to provide you with services available through our website and to use some of its features.
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We also use different external services like Google Webfonts, Google Maps, and external Video providers. If there is no checker on the point indicated by the roll, the player must make a legal move using a checker on a higher-numbered point.
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.
And so, for example, if a player rolls a 3 with one of their dice but has no checkers on their corresponding 3-point, they must move a checker 3 points from any checkers situated on the highest numbered point.
If there are no checkers on a higher point, then they must remove a checker from the highest occupied point.
Players must move or remove checkers using both full dice values, or if that isn't possible they must move or remove their checkers using the maximum possible number of point moves, according to the above rules.
If a player's checker s are hit after they have started bearing-off, then they must move it back into play and around the board back into their home-board before any more of their checkers may be borne-off.
Once a player has removed borne-off all their checkers from their home-board, they have won the game. Once you've learnt the basic rules you can move on to further rules relating to gambling, the doubling cube, and more.
Gammons, Doubling, and More Backgammon Rules. Moving Checkers Players then take turns at rolling their dice and moving their checkers around the board.
Hitting If a point only has one checker on it then the other player may move their checker s to it and send it to the bar which is marked down the middle of the board.