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Backgammon

Board games · Race/roll-and-move

5.0 · 1
Two players
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Summary — 2 players

Backgammon is a race for two: fifteen checkers each around twenty-four points by the roll of two dice, and the first to bear off every checker wins. A game is worth one point, two for a gammon, three for a backgammon, doubled every time the cube is turned, and a match is to an agreed number of points.

Scored by
a game is worth 1 point, a gammon 2, a backgammon 3, multiplied by the doubling cube; a match is to a set number of points, seven by default
Origin
Descended from the Roman game of tabula; the modern name and rules date from 17th-century England.

How it plays

Rules

How to play

Players and equipment

Two players, a board of twenty-four narrow triangles called points in four quarters of six, fifteen checkers each in two colours, two dice apiece and a doubling cube marked 2, 4, 8, 16, 32 and 64. The bar is the ridge down the middle of the board, and the two home boards are the two quarters on the same side of it, one nearest each player: on the walkthrough above, the gold corner is yours and the quarter above it is your opponent's. SquareScores keeps the match score: when a game ends, the winner enters what it was worth in their own column, and the sheet shows who is nearest the line.

The deal

There is no deal. Both players set up the same way: two checkers on your 24-point (the far corner, in your opponent's home board), five on your 13-point (the mid-point), three on your 8-point and five on your 6-point. Your checkers travel from the 24-point round to your home board, points 1 to 6; your opponent's travel the opposite way. To start, each player rolls one die; the higher roll moves first, using both numbers as the opening roll. A tie is rolled again.

Play

Roll two dice and move checkers forward towards your home board by the pips shown: one checker for both numbers in turn, or two checkers for one number each. A double is played four times. You must use both numbers if you can, and if only one can be played it must be the higher. A point held by two or more of your opponent's checkers is blocked to you, and six blocked points in a row are a prime that nothing can pass. A single checker on a point is a blot, and landing on it sends it to the bar; a checker on the bar must re-enter in your opponent's home board — a roll of 3 enters on their 3-point — before anything else may move, and if every entry point you roll is blocked the whole turn is lost.

Once all fifteen of your checkers are in your home board you may bear off. A number removes a checker from that point; a number higher than your furthest checker removes that one; a number with no checker on its point and checkers still above it must be played as an ordinary move inside the board. If a checker is hit while you are bearing off, it must come round again before you may go on. The first to bear off all fifteen wins the game.

The doubling cube
Doubling
Game worth twice as much
Before you roll, offer to double the stake; the cube passes to your opponent
Taking
Play on
Accept the double and own the cube; only the owner may redouble
Dropping
Game lost
Refuse the double and concede at the stake before it

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