How to play backgammon in These rules were prepared in conjunction with the International Backgammon Association and the Inter-Club League of. 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: A Beginner's Guide to Learning the Game, Rules, Board, Pieces, and Strategy to Win at Backgammon | Bomberger, Chad | ISBN.
How to Play BackgammonHöre 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 in These rules were prepared in conjunction with the International Backgammon Association and the Inter-Club League of.
How To.Play Backgammon Intro to Playing Backgammon VideoHow to Play Backgammon - A Backgammon Galaxy Tutorial
Tippi Toppi Spiel - Beschreibung des VerlagsThe Throws Eierteiler the opening throw, each player throws a single die.
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.
It is a skill similar to the strategies of Chess, but the dice rumble strategy with each roll. Their unpredictable behavior therefore causes this game of strategy to become a game of chance.
Backgammon is a thinkers game for sure, but not beyond us mere mortal players who come to play in the name of fun. Children learn it and play it, and it is certainly not beyond them.
The layout of Backgammon is relatively straightforward. Players sit opposite one another. The player with white checkers will find their home board located in the right quadrant closest to them.
The player with black or dark checkers opposes them and finds their home board to their left, mirroring the white. The outer boards are each located in the left quadrant.
Each of the triangular points is assigned a number from one to twenty-four beginning in the home base and working counterclockwise for player one and clockwise for player two.
The checkers are of opposing colors; one light, one dark. If you can manage to place multiple stacks of checkers next to each-other and ahead of your opponents checkers, you might lock them into losing a few turns.
This strategy works best when trailing and looking to make up some ground on the opponent. Bar Blocking : The point of this strategy is to keep your opponents checkers stuck on the bar.
This can be done by blocking as many of the spaces in their home board as possible. Ideally by creating multiple rows of 2 on different spaces, so that the opponent must forfeit multiple moves attempting to land in few open spaces.
These tips should help improve your Backgammon strategy so you can play with a bit more confidence. Did you find this how to play Backgammon article helpful?
Save my name, email, and website in this browser for the next time I comment. History Of Backgammon Backgammon is often considered one of the oldest known board games in existence.
Bear Off : This means to successfully move one of your pieces off the board. Hit : This is to land on a single checker, returning it to the start.
Bar : The ridge down the center of the board that separates the outer and home boards. Entering : This is the term for successfully moving your checkers into your home board.
Backgammon Setup Before the game can begin, the checkers should be placed on the correct positions on the pips. Taking Your Turn Each turn begins with the active player rolling two dice.
A piece cannot move onto a space with 2 or more of the opponents pieces. If there is a legal move, you must take it. Rolls are used separately.
What this means is that if you combine rolls to move a single checker, it must make both moves. If one is not a legal move, than the whole move cannot be made.
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. In some chouettes, they may consult freely as to how rolls should be played. Too much consulting, however, can really slow the game down, so many chouettes ban consulting.
A popular compromise permits consultation only after the cube has been turned. 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. 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. 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.