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Backgammon Rules

The rules to backgammon are quite straightforward and to the point and we've tried to simplify them even further for you. We suggest going over them twice, it will pay off in the long run.

Simplicity has been backgammon's strongest attraction to the masses that have played it throughout the years. While many strategies have been tried and proven in the game, it's straightforward basic rules are still the main factor that draw the masses. The game involves two people competing with each other to see who will remove all of his checkers from the playing board first. At the beginning of play, each player receives 15 checkers (or 'men') and spreads them on the triangular spaces (or 'points') of the board in the following order:

2 checkers on the 24 point
3 checkers on the 8 point
5 checkers on the 13 point
5 checkers on the 6 point

To determine which player begins, each player rolls one die. The higher valued roll gives its roller the first turn in the game. Play action in backgammon becomes very quick and short once two somewhat experienced players are matched up. Therefore, in most instances, competitions are set in a series of short matches which determine a winner through a best-of-three, best-of-five, and so on.

The game progresses as each player moves his checkers according to the values that come up on his rolls of the dice. In each move two dice are tossed and each result represents the amount of numbers he must legally progress his checkers to eventually reach their home board in order to be bore off.

'Legal' moves, as they are called, are movements that are permitted on the backgammon board. On a particular roll a player may receive a six and a three. Both dice may be used for the same checker so long as they are combined independently. That is, that the die must first progress three points legally and then continue six more points legally. If only one of the dice presents a legal move then the player utilizes only that die for his turn.

In the case that there are two or more enemy checkers on it, the opposing player may not land there with his checker for that is considered an illegal move. If only one enemy checker is sitting on a point then the opposing player may land there and make a "hit". This will send the enemy checker to the board's bar. Once a player has one or more of his checkers on the board's bar, he may not move any of his other checkers until he rolls either a one or a two and releases the checkers back to the playing board. A one would place his checker on the 24 point, and a two would place it on the 23 point.

Rolling the same two numbers means a player must move his checkers four times and not two. This, again, only if each move is separate and legal. Once all of the player's checkers are on the home board, they can begin to be taken off the board, or bore off. If this is completed before the opposing player achieves the same task, the match has been won.







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