Backgammon Introduction
by J. Phillip Vogel
Backgammon has firmly
reclaimed its
prominence as one of the
most popular games worldwide, thanks in part to its newfound online
presence,
which has opened the door for millions of people to learn and play the
game.
Backgammon is a two
player game, the object of
which is to be the first player to move
all of
their checkers into their home board and then off the table. It is played on a board
consisting of 24
narrow triangles (called ‘points’), which alternate in color and are
grouped
into two, each having twelve triangles.
The halves are
formed by the two
opposing sides of the board, with a vertical band down the middle
called the ‘bar,’
where the checkers are placed when hit.
The points in backgammon
are
numbered from one to 24, with checkers always
moving from high to low numbers. As the players move their checkers in
opposite
directions during backgammon, the one point for one player will be the
24 point for the
other.
Each
player has 15 checkers and
these begin the game with two positioned on the 24 point, five on the
13 point,
three on the eight point, and five on the six point in their home board. A pair of dice determines
the number of moves
available to the players, and a doubling cube with numbers 2, 4, 8, 16,
32, and
64 on its faces is used to keep track of the stakes currently being
played
for.
Two timers govern the
game of backgammon. The
local
timer counts
down 45 seconds in
normal speed games, 30 seconds in fast games, 15 seconds in express
games, in
which time the player must make a move. This is reset after each move
and, if
it expires, the global timer starts ticking.
The global timer is set
to three
minutes in normal speed
games, two minutes in fast games, one minute in express games, and only
starts
ticking when the local timer expires. This global timer governs the
entire
game.
For
example, in the case of a game
at normal speed, if the player neither moves any checkers nor makes any
transactions during the 45 seconds of the local timer, the global timer
will
start. If the global timer runs out, the player in control of the board
will be
declared the loser, and points will be awarded to his opponent
according to the
doubling cube. This will be counted as losing the game, regardless of
the
current state of the game board.
Starting
the
game
At the start of the game, two of each player’s
checkers are
positioned on the 24 point, five on the 13 point, three on the 8 point,
and
five on the 6 point in the player's home board. Before play begins the
dice are rolled (one
for each player), and the player with the higher number makes the first
move,
using the combination of his die throw and the opponent's.
In
the case of a
tie, the dice are rolled again until one of the players gets a higher
score. If possible,
a player must move his checkers
the number of points shown on each die. In other words, if a two and a
five are
rolled, two separate moves must be made, corresponding to the pips of
the dice.
The player may move two checkers, or may choose to move only
one by combining
both numbers. Play continues with players alternating turns after each
roll.
Moving
the
checkers
Each player must move his checkers in a
forward direction
onto points that the opponent has not already occupied with two or more
checkers. If a player rolls the same number on both dice the roll is
called a ‘doublet,’
and each number must be played twice. Once more, all moves are
distinct.
For example, a player who rolls 5-5 has to play four moves of five
spaces, with
between one to four checkers.
Where
checkers can
land
A checker can land on any vacant point. It can
also land on
any point occupied by a player's own checkers. A checker cannot land on
a point
occupied by two or more of the opponent's checkers.
If a player has no legal moves after rolling
the dice because all of the points are occupied by two or more of the
opponent's checkers, his turn is forfeited. If a player has a legal
move for
one die only, he must make that move and then forfeit the use of the
other die.
If the player has a legal move for either die, but
not both, he must play
the higher number.
Hitting
checkers
Two or more checkers of one color on a
point own that point.
A single checker is known as a ‘blot.’ If one of the opponent's
checkers lands
on a blot, the blot is considered ‘hit,’ and is placed on the bar. That
checker
is temporarily out of play.
Re-entering
checkers
If a player has checkers on the bar, no
other checker can be
moved before re-entering all of his checkers on the bar. Any checkers on the bar
must be reintroduced
into the game before any other moves are made. The checker(s) must be
entered
on empty points or blots in their opponent's home board, according to a
throw
of the dice. If there are no empty points, the player must forfeit
their go. After the
last of a player's checkers have
re-entered the game, he must play the rest of the numbers shown on the
dice if
possible.
Bearing
off
When
a player has all 15 of their checkers in their own home
board, he can start to remove them from the board; this is known as
‘bearing off.’
The player can bear a checker off corresponding to each number on the
dice—a
four will allow them to remove a checker from the 4 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 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.
A
checker that has been borne off cannot re-enter the game.
If a checker is hit during bear off, no other checkers can be borne off
until
that checker re-enters the game from the bar and reaches the player’s
home
board again.
Scoring
and
doubling
Backgammon is played for an agreed stake
per point. Each
game starts at one point.
If a player is confident of a win,
he can use the doubling
cube to increase the bet.
This must only be done before the
player
rolls the
dice. The doubling cube's faces are numbered 2, 4, 8, 16, 32, and 64.
If
the second player declines the increase in the stakes, he
instantly loses the game and loses a point. However, when the second
player
accepts the doubling of the stakes he then takes control of the cube,
meaning
that only he can increase the stakes again.
Subsequent
doublings of the stake are known as redoubles. If
a player rejects a redouble, then they lose the game by the amount of
points
shown on the doubling cube. Alternatively, the player who accepts the
redouble
becomes the owner of the doubling cube.
The
winner
The
first player to get all of their checkers off the board
wins.
The loser either loses by a single point, or by the
number of points
shown on the doubling cube. The
loser
forfeits twice the stake if he has not moved a single checker off the
board by
the end of the game.
This is known as a ’gammon.’
If the loser still has
checkers on the bar or in the winner's home board, they lose triple the
stake.
This is known as a ‘backgammon.’
From Backgammon Introduction,
go to backgammon terms
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