home *** CD-ROM | disk | FTP | other *** search
- How To Play Backgammon
-
- The Rules of Play
-
-
- Equipment:
-
- A) Thirty Round Checkers or Men, 15 each in two different colors.
-
- B) A pair of dice (preferably 2 pair, one for each player, and
- a set of dice cups, when playing against a human opponent).
-
- C) A doubling cube (used for money games and tournaments), a
- doubling cube is a six (or sometimes more) sided cube with
- the values 2,4,8,16,32,64, etc... printed respectively on
- each side of the cube.
-
- D) A backgammon board (See the board in PC-Gammon, backgammon
- boards are very commonly found on the reverse side of a
- checker or chess board.
-
- The backgammon board is normally divided down the center, this area
- is called the "Bar", it separates the "Inner" (or "Home") and
- "Outer" tables of the board, and is where you place men when
- they are "Bumped" (more on being bumped later). Your Home and
- Outer tables are located nearest to you (in PC-Gammon they
- are at the bottom of the screen and your Home table is to your left).
- Your opponents Home and Outer tables are directly opposite to
- your own. Each Home and Outer table is made up of 6 "Points", for
- a total of 24 points, in PC-Gammon the points on the board are
- numbered from 1 to 24, Points 1-6 are your opponents Home Table,
- 7-12 are your opponents Outer Table, 13-18 are your Outer Table,
- and 19-24 your Home Table. To the left of the board in PC-Gammon
- there is a "Bear Off" tray, this area holds the men as they are
- removed from the game (more on bearing off later).
-
- The initial setup for backgammon is as follows (you can see it
- for yourself when you first start PC-Gammon).
-
- Point Men
- ----- ------------
- 1 2 White Men
- 6 5 Black Men
- 8 3 Black Men
- 12 5 White Men
- 13 5 Black Men
- 17 3 White Men
- 19 5 White Men
- 24 2 Black Men
-
-
- The object of the game is to move all of your men into your
- Home Table, once they are there, you may begin "Bearing Off",
- the first player to get all his men off the board is declared
- the winner.
-
- Starting The Game:
-
- Each player rolls one die, the higher number plays first. If equal
- numbers are rolled, the players must roll again until the dice
- are different. One common variant (an option in PC-Gammon), is
- if the first roll is doubles, then the stakes of the game are
- automatically doubled (the doubling cube is set to 2).
-
- Moving:
-
- A player may move his men the number of points as totaled on
- both dice. The total number of points moved may be applied to
- one or more men (i.e. if you roll a 2 and a 3 you may move one
- man 2 points, and another man 3 points or you may move one man
- 5 points).
-
- Doubles: If a player rolls doubles he gets to move twice as many
- points (i.e. if you roll double 2's, you can move any combination
- of men 2 points at a time for up to 4 moves).
-
- A player must use both numbers of the roll if possible (or for
- doubles all four numbers of the double). If a player can use
- either but not both, he must use the higher valued die for his
- move, in the case of doubles, he must use as many he can.
-
- "Making Points", a point is made when a player has two or more of
- his men on a point. A primary rule of backgammon is that no two
- players may occupy the same point at the same time. Thus if a
- player has two or more men on a point, his opponent can not land
- there. Thus the rule is:
-
- A player may move his man to any point that is unoccupied
- or contains only one of his opponents men, or that contains
- one or more of his men, but cannot move to a point that
- contains two or more of his opponents men.
-
- Blocking: A point that is "Made" (contains two or more of the
- opponents men) acts as a blocking point, by that we mean that
- a player can not use that point when passing by it. For example,
- if you roll a 2 and a 3, your man is on the 1 point, and your
- opponent has 2 men on both the 3 and 4 points, but the 6 point
- is unoccupied. Even though your total roll of 5, would allow
- you to move your man to the unoccupied 6 point, you would have
- to touch down with either the 2 or 3 roll on the 3 and 4
- points which have been "Made" by your opponent.
-
- In other words, each die value must be moved separately, they
- can not be used to move one man in a single move totaling the
- the value of the dice, and during each die move the man must
- land on an un-blocked point. If you wish to move one man
- for both dice value you may, but they must be used one at a time.
-
- A man may however be moved the total number of both dice as long
- as one of the dice values will land a man on an un-blocked
- point during the move.
-
- "Blots": A blot is a point which contains only one man. A player
- may move his man to a point which contains a single opponents
- man (blot). When a player moves his man to his opponents blot
- (either as a single move, or by stopping at a blot as part of
- a longer move (i.e. moving one man with both dice)), the opponents
- man is removed from the board and placed on the bar. This is
- called "Hitting" your opponents blot, or "Bumping".
-
- "Entering": If a player has one or more men on the bar they
- must be "Entered" (moved) back into the game before the player
- can move any of his other men. A man is "Entered" into the game
- by moving it from the bar to the opponents Inner table (when
- playing PC-Gammon, you will be entering to points 1 through 6).
- The man on the bar must be moved the same number of points
- as shown on the die, and must be able to land on an un-blocked
- point (see blocking above). For example if you have a man on
- the bar, and your opponent has Made his 2,4, and 5 points
- (i.e. they are blocked), you must roll a 1,3, or 6 in order
- to enter from the bar.
-
- ALL MEN MUST BE ENTERED FROM THE BAR BEFORE ANY OTHER MEN
- MAY BE MOVED. Once all men are entered from the bar, any
- remaining unused die values may be played.
-
- If you opponent has all 6 of his points made in his inner
- table and you are on the bar, you are "Shut Out" and can
- not move until you opponent moves his men to provide you
- with an un-blocked point in his inner table.
-
- "Bearing Off"
-
- Bearing off is the final part of the game. During this
- phase your men are removed from the board. Once you bear
- off a man it cannot return to play.
-
- As soon as a player has ALL of his men in his inner table he
- may begin bearing off. If your opponent hits a blot in
- your inner table while you are bearing off, you must
- move all men on the bar back into your inner table before you
- can continue to bear off.
-
- You can think of bearing off as moving your men to an
- "imaginary" 25th point (in the case of PC-Gammon it is
- the "Bear-Off Tray" on the left of the screen).
-
- You may bear a man off under the following rules:
-
- 1. The value of the die roll is exactly what is
- required to bear the man off to the tray, for
- example if you roll a 5 you would be allowed to
- bear off a man on your 20 point.
-
- 2. If you roll a die value higher than is required
- to move a man from the point which is furthest
- from the tray, you may bear off that furthest
- man. For example if you have men on your
- 22, and 23 point and you roll a 6, you may bear
- off the man on your 22 point (you may not bear off
- the man on your 23 point).
-
- 3. You may if you choose to use any roll of the dice
- (except obviously a 6, which would require you
- to bear off a man) to move men within your
- Inner Table without bearing off. For example
- if you roll a 2 you may move a man from your
- 19 point to your 21 point without bearing off).
-
- Doubling:
-
- Backgammon when played between humans is generally played for
- some agreed upon stake. The doubling cube is used to increase
- the value of the stake during the play of the game. In PC-Gammon
- the doubling cube is of most use during Tournament play.
-
- When the game first begins the doubling cube is "unowned" and
- either player may offer the first double. A player must offer
- to double before he rolls the dice (this eliminates the chance
- to double on the first roll, which is why it is a common
- practice to automatically double the stakes if the first roll
- is doubles).
-
- Once a player has offered to double, his opponent may either accept
- the double, in which case the stakes of the game are double and
- the opponent gains control of the doubling cube, and the game
- continues on. If the opponent refuses the double, the game ends
- and the other player wins. Once a double has been accepted the
- player gains control of the doubling cube and then is the only
- one who can offer a double. Ownership of the double cube thus
- goes back and forth between the players after each accepted
- double.
-
- Gammons and Backgammons:
-
- If the loser of the game has borne off at least one man then
- he loses the value of the game at that time (i.e. what ever
- value the doubling cube is set at). If the loser has not been
- able to bear off any men at all then he is gammoned and the
- value of the game is doubled (i.e. twice the value of the
- doubling cube). If in addition to not having borne off any men
- the loser has a man on the bar, or in his opponents inner table,
- then the value of the game is tripled (i.e. the doubling cube
- times 3).
-
- There are no gammons or backgammons if a player refuses a
- double, a single win only is scored.
-
- In the case of a player offering to forfeit, the player
- accepting the forfeit must decide whether to accept the forfeit
- as a single loss or to require the opponent to forfeit to
- a gammon. If a forfeit is refused play continues. (PC-Gammon
- will not offer to forfeit to a gammon, it will only forfeit
- to a single loss).
-
-
-
-
- When playing against humans...
-
- The following conditions can not occur when playing with
- PC-Gammon, but are included here for completeness.
-
-
- "Cocked Dice" : The dice must be rolled together, and must
- come to lie flat (not "Cocked" or tilted) on the table to the
- players right. They may not land on top of any men. In either
- of these events both dice must be thrown again.
-
- Premature Plays: If a throw is made before your opponent finishes
- his play, or if either player touches a die before it has come
- to rest, the adversary or the offender may require a rethrow.
-
- A player must leave his dice on the board until his play is
- completed. Should he pick them up or turn them over before the
- completion of his play, the opponent may require the player
- to replace his men and rethrow the dice.
-
- If an error has been made in setup or play, either player may require
- its correction before a subsequent throw of the dice, but not
- afterwards. Any man incorrectly played must be restored to its
- previous position, and a correct play then made.
-
-
- Strategy:
-
- Want to learn more about Backgammon, check out the books
- offered in the order form. Your local library, will most likely
- have books on the subject as well.
-
-
-
-