BAFFLE BOX RULES: If you use a Baffle Box, here is a set of recommended rules: 1. You don't need to use cups, but be sure you drop the dice in, not. Backgammon ist eines der ältesten Brettspiele der Welt. Es handelt sich um eine Mischung aus Bill Robertie: Essential Backgammon Problems. 3. Auflage. Cardoza Publishing Backgammon Rules. sisterdalegeneralstore.com Abgerufen am It is also easy to learn backgammon rules (especially through an interactive site) so that you can familiarize yourself with the practical elements of the game.
BackgammonBackgammon rules in German. Backgammon ist ein Spiel für zwei Spieler, das auf einem Brett gespielt wird, das aus vierundzwanzig länglichen Dreiecken. BAFFLE BOX RULES: If you use a Baffle Box, here is a set of recommended rules: 1. You don't need to use cups, but be sure you drop the dice in, not. Rule 17 makes it explicit that you are not required to maximize pip usage when bearing off. Some rules were deleted: A rethrow is no longer required if a player.
Basic Backgammon Rules HOW TO MAKE VideoHow to Play Backgammon
Rolling the dice in Backgammon Moving your checkers Rolling on doubles End of turn in backgammon Hitting and Re-Entering How do you bear off in backgammon?
How to win the game in backgammon Move you checkers in your home board bearing off the checkers Conclusion. CHH 18" Brown and White Backgammon Set.
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Black checkers move anti-clockwise. Understanding the backgammon board. How to setup the backgammon board?
Who goes first in backgammon? Moving your checkers in backgammon. Hitting and Re-Entering in backgammon. Bearing off checkers in Backgammon.
How do you bear off in backgammon? Hitting and Entering. A point occupied by a single checker of either color is called a blot.
If an opposing checker lands on a blot, the blot is hit and placed on the bar. Any time a player has one or more checkers on the bar, his first obligation is to enter those checker s into the opposing home board.
A checker is entered by moving it to an open point corresponding to one of the numbers on the rolled dice.
For example, if a player rolls 4 and 6, he may enter a checker onto either the opponent's four point or six point, so long as the prospective point is not occupied by two or more of the opponent's checkers.
Figure 4. 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.
If neither of the points is open, the player loses his turn. If a player is able to enter some but not all of his checkers, he must enter as many as he can and then forfeit the remainder of his turn.
After the last of a player's checkers has been entered, any unused numbers on the dice must be played, by moving either the checker that was entered or a different checker.
Bearing Off. Once a player has moved all of his fifteen checkers into his home board, he may commence bearing off. A player bears off a checker by rolling a number that corresponds to the point on which the checker resides, and then removing that checker from the board.
Thus, rolling a 6 permits the player to remove a checker from the six point. 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.
USBGF - US Backgammon Federation Growing backgammon. Serving players. A not-for-profit organization devoted to advancing the awareness, participation, education and enjoyment of the skill-based game of backgammon.
ABT Online! Rules ABT Online! Technology Training ABT Online! The triangles alternate in color and are grouped into four quadrants of six triangles each.
The home and outer boards are separated from each other by a ridge down the center of the board called the bar. Figure 1. A board with the checkers in their initial position.
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.
Figure 2. Movement of the Checkers To start the game, each player throws a single die. This determines both the player to go first and the numbers to be played.
If equal numbers come up, then both players roll again until they roll different numbers. The player throwing the higher number now moves his checkers according to the numbers showing on both dice.
After the first roll, the players throw two dice and alternate turns. The roll of the dice indicates how many points, or pips , the player is to move his checkers.
The checkers are always moved forward, to a lower-numbered point. The following rules apply: A checker may be moved only to an open point , one that is not occupied by two or more opposing checkers.
The numbers on the two dice constitute separate moves. For example, if a player rolls 5 and 3, he may move one checker five spaces to an open point and another checker three spaces to an open point, or he may move the one checker a total of eight spaces to an open point, but only if the intermediate point either three or five spaces from the starting point is also open.
Figure 3. Two ways that White can play a roll of. A player who rolls doubles plays the numbers shown on the dice twice. A roll of 6 and 6 means that the player has four sixes to use, and he may move any combination of checkers he feels appropriate to complete this requirement.
A player must use both numbers of a roll if this is legally possible or all four numbers of a double.
When only one number can be played, the player must play that number. Or if either number can be played but not both, the player must play the larger one.
When neither number can be used, the player loses his turn. In the case of doubles, when all four numbers cannot be played, the player must play as many numbers as he can.
Hitting and Entering A point occupied by a single checker of either color is called a blot. If an opposing checker lands on a blot, the blot is hit and placed on the bar.
Any time a player has one or more checkers on the bar, his first obligation is to enter those checker s into the opposing home board.
A checker is entered by moving it to an open point corresponding to one of the numbers on the rolled dice. Figure 4.
Figure 5. White rolls and bears off two checkers. 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. Doubling 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 only one legal move is available, you must take that move. If either move would be legal, but not both moves, you must use the higher number.
If no legal move is available, you lose your turn. 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.Backgammon is a game for two players, played on a board consisting of twenty-four narrow triangles called points. The triangles alternate in color and are grouped into four quadrants of six triangles each. The quadrants are referred to as a player's home board and outer board, and the opponent's home board and outer board. The following rules apply: A checker may be moved only to an open point, one that is not occupied by two or more opposing checkers. The numbers on the two dice constitute separate moves. For example, if a player rolls 5 and 3, he may move one checker A player who rolls doubles plays the numbers. The Complete Rules for Playing Backgammon Choosing the First Player. Each player rolls a single die. The player with the higher roll goes first; if there is a Moving Checkers. On each turn, you first roll both dice. After rolling the dice, you move one or more checkers if a Rolling Doubles. If. The object in backgammon is to move all of your checkers around the board into your home board (or inner board) and then out of the board (to bear the checkers off). The first player to get all his checkers off the board will win the game. CHH 18" Brown and White Backgammon Set $ I f you don't know how to play Backgammon, then here is a beginner's introduction to the game explaining the basic rules. Backgammon is a board game for two players, played with two dice each, thirty checkers/markers, and on a board made up of twenty-four narrow triangles called "points". The points alternate in colour and are grouped into six triangular points on each quarter of the board.