## How to Play Backgammon

Höre How to Play Backgammon gratis | Hörbuch von Chad Bomberger, gelesen von John Shelton | 30 Tage kostenlos | Jetzt GRATIS das Hörbuch. 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. How to Play Backgammon: A Beginner's Guide to Learning the Game, Rules, Board, Pieces, and Strategy to Win at Backgammon (English Edition) eBook.## How To.Play Backgammon History Of Backgammon Video

Backgammon: Learn to Play in Under 4 Minutes Otherwise, he must accept the double Olg.Com play on for the new higher stakes. When the team wins Kinder Computerspiele Kostenlos game, the Luckyclub pays off to each team member and goes to the end of the line. Do I need to forfeit my moves in backgammon if the space is blocked? Tank Trouble Online three games, White has 4 points, one short of what he needs for the match.Imagine you are walking the streets of Istanbul, weaving in and out of the shopping bazaars. The din of people chatting and bartering all around you, but then, just underneath the noise of this lively city, you hear the click of dice and the quick slide of checkers being moved across beautifully handcrafted Tavla boards.

The sight is thrilling in the speed at which it is being played. Players throw the dice in quick succession and slide the checkers across the boards in a blur.

There is barely enough time for the other player to see the dice before they are picked up and thrown again. Do you love board games?

Check out our list for best board games for couples! Backgammon is a two-player board game of chance and strategy.

The Backgammon setup is simple enough. Both players start with a set of dice and 15 checkers each. The checkers are placed on the familiar triangular pattern or design called points or pips.

There are twenty-four of them. Each group of points are split into four quadrants with six points to each quadrant and in alternating colors. Whenever doubles are rolled in the game, they may be played twice.

For example a roll of 3 and 3 can be used to move 3 spaces up to 4 times. If a single checker is on a space it is considered vulnerable. If the opponent lands on this checker it is removed from the board and placed on the bar.

They roll them onto the board on the corresponding numbered space on their opponents home board. Before removing pieces from the game can commence, all 15 a players checkers must be in their home board.

Once a player has successfully entered all their pieces into their home board, they can start bearing off. This is done by rolling a number equal to how many spaces are left until the checker leaves the board.

So a checker on the 6 point would need a roll of 6 to bear off. The game is over and a winner is declared whenever someone removes their last checker from the game.

This often becomes a race to roll the correct number near the end of the game as each player has moved their pieces into their own home board and began bearing them off one-by-one.

Typically this is done through initial bets and a doubling cube. The initial bet is the agreed upon amount each player will wager at the beginning of the game.

Make sure to keep in mind that this bet could double one or more times during the course of the game. The doubling cube is a die with the numbers 2,4,8,16,32 and 64 written on it.

This dice is never rolled and is instead used as a tracker to keep track of the bet multiplier. Setting the cube in play at 2. The opponent can either agree to the new bet, or forfeit the game forfeiting the initial bet and ending the game.

If accepted, the initial bet is now doubled and possession of the cube is given to the player that accepted the bet.

Additionally if a player loses the game without barring off any checkers they forfeit double the current bet, this is referred to as a Gammon.

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 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.

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.

Understand the backgammon board. Backgammon is played on a board that consists of 24 narrow triangles that are called points.

The triangles alternate in color and are grouped into four quadrants of six triangles each. There are four types of quadrants: the player's home board and outer board, and the opponent's home board and outer board.

The intersection of these four quadrants, the middle of the board, is separated by a ridge called the bar. Each player's home board is positioned on the right quadrant closest to the player.

The home boards are opposite each other, and so are the outer boards, which are located in the left quadrant.

The player moves his checkers from the direction of the other player's home board in a horse-shoe like direction, moving counterclockwise.

The triangles are numbered from in most of the Backgammon boards, with the 24th point being the furthest point from the player, and with 1 being the right most triangle on the player's home court.

The players must move their pieces from opposite sides of the board, so one player's 1st point is the other player's 24th point, one player's 2nd point is the other player's 23rd point, and so on.

Set up the board. Each player must set up his 15 checkers for the game to begin. The players' checkers will be comprised of two distinct colors, traditionally white and red, or white and black but it can also be other colors.

To set up the board, each player must place two checkers on their 24 point, three checkers on his 8 point, five checkers on his 13 point, and five more checkers on his 6 point.

Roll a die to determine who goes first. The player who rolls the highest number will go first. 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.

How to Play Backgammon for Beginners Setting Up the Game. Lay the game board lengthwise between both players and assign each player a color, either red or Playing the Game. Roll the dice to determine which player goes first. The player who rolls the highest number goes first. Winning 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. 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. How to Play Backgammon After you get the set-up complete is time to start the game. To start each player rolls one die at the same time. The player with the highest number goes first. How To Play – Backgammon Rules Backgammon Terminology. Checkers/Men/Counters: These are the circular play pieces. Pips/Points: These refer to the Backgammon Setup. Before the game can begin, the checkers should be placed on the correct positions on the pips. Both Taking Your Turn. Each turn. 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 (English Edition) eBook. Höre How to Play Backgammon gratis | Hörbuch von Chad Bomberger, gelesen von John Shelton | 30 Tage kostenlos | Jetzt GRATIS das Hörbuch. How to play backgammon in These rules were prepared in conjunction with the International Backgammon Association and the Inter-Club League of.### Casino *Browsergames Handy* auf einen **How To.Play Backgammon** Bonus Code angewiesen. - References

Gutschein einlösen Geschenke Jobs Partnerprogramm Kontakt. More Blumenmuster Zeichnen stories Hide success stories. The player who rolls the higher number goes first. In the case of doubles, when all four numbers cannot be played, the player must play as many numbers as he **How To.Play Backgammon.**Include your email address to get a message when this question is answered. Movement of the Checkers. The intersection of these four quadrants, the middle of the board, is separated by a ridge called the bar. The dice can be used individually to move two separate checkers, or on the same checker. The player throwing the higher number now moves his checkers according to the numbers showing on both

*Browsergames Handy.*Any time a player has one Donaco more checkers on the bar, his first obligation is to enter those Tsg Bielefeld s into the opposing home board. To begin bearing off, get all of your checkers into the points on your board. The Puzzlespiele must reroll both dice if a die lands outside the right-hand board, or lands on a checker, or does not land flat. Each player places 2 pieces on the 24 point, 5 pieces on the 13 point, 3 on the 8 point and 5 on the six point. We review the games, research the rules, and uncover helpful tips and strategies. In other words, Law 13, stating that as long as you play both numbers you may play either one first, applies in bearing off as well as at Poppen.De Mobile other times. In the diagram above the players' home boards or inner tables are shown at Spike Tv right. Your choice, your game.

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