NOTE: These rules intended to be used with, but are NOT a part of PC Gammon. They have been provided by user Roger Bolger from instructions in the public domain.
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Backgammon Rules
History of Backgammon
Though the history of backgammon is incomplete, we do know that it is definitely one of the oldest games known to man. The oldest known source of backgammon dates back some five thousand years, however it is believed that the present form of the game evolved in the tenth century. In 1743 the famous Edmund Hoyle codified the rules and strategy and since then only change recorded has been the addition of the doubling cube which has added to the challenge and stakes of the game.
Backgammon has remained alive throughout these many years probably because of its continual intrigue and challenge. Even when defeat seems certain the tide can change and the underdog may win. It is said that you can learn the fundamentals of the game in thirty minutes, but it is a life's work to master the secrets of the strategy of backgammon.
Each player must move his markers according to the numbers shown on the throw of two dice. He moves his men from his opponent's inner table (top left), along the playing board, across to his outer table (top right), through the player's own outer table (bottom right), and finally to his own inner table (bottom left). The dark peices move in the opposite direction. The first player to remove all his markers from the board is the winner.
The Play
Each player throws one die in order to determine who goes first (yours is the left one). If the players roll the same number on each die, they must roll again until one has the highest number. If the auto-doubling option is on, the stakes will automatically be doubled each time doubles are thrown at this point in the game. Once one player gets a higher number on his die, he takes his turn first, using the numbers shown on the dice - his own and the opponent's.
The players then throw in turn using their own dice. A player moves his markers according to the numbers shown on the dice.
The numbers shown on the dice are considered singly and not in sum total. Thus, a player may move one marker the whole throw as long as the points designated by EACH die are open, or he may move each of the two numbers with different markers. A player MUST use both numbers of each roll whenever possible. If you can only use one number, you must, if possible, use the larger. If you cannot move at all you must Pass and it becomes the opponent's turn.
Doublets
Doublets merely means throwing doubles, the same number on each die. When this occurs you move the number shown on one die four times. You can move the same marker four times, or any combination of markers you choose.
Blocked Point
Any point on which a player has two or more markers is a blocked point. The opposing player's markers may not land on a blocked point, but may move over it if the dice roll permits. Once a player has two markers on any one point he is said to have "made the point". There is no limit to the number of markers you may have on one point.
Blot
Any point with only one marker is a blot. Since markers of opposite colors cannot occupy the same point, an opponent who lands a marker on the blot removes the marker that was there and replaces it with his own. This is called a "hit". The removed marker is placed on the bar in the center of the screen.
Bar
The bar is the middle strip separating the inner and outer tables. Once one of your markers has been placed on the bar, you must attempt to "enter" the opponent's inner table on the next turn. This must be accomplished BEFORE moving any other markers. Entering is accomplished by moving the marker from the bar to the point indicated on either die as long as that point is not blocked. If you cannot enter because both points are blocked, you must Pass your turn. A "shutout" or "closed board" occurs when the inner table is completely blocked, so that no roll of the dice will allow the marker to enter.
Bearing Off
Bearing off means removing your markers from the playing board by the roll of the dice. You cannot start bearing off markers until ALL 15 of them are on your inner table. You may then bear off markers from the points indicated on the dice, or move the markers within the table according to the regular rules. You must use the entire roll if possible. This means that if you roll a six, but have no markers on the six point, you must take a marker off the highest point that has markers. The same rule applies if you roll doubles, though you will still get to move four times the value on one die. If the points indicated by the dice are vacant, you cannot bear off any markers on lower points if there are markers on higher points. For example, you roll a two and a three, but both of these points are vacant. You may NOT bear off markers from point one if there are any markers on points four, five, or six. These markers must be moved the full roll of the dice.
If, while bearing off, one of your markers is "hit", it goes to the bar and must enter as previously described. You may not bear off any more markers until it is returned to your inner table.
Doubling
The doubling cube is used to double the betting stakes. Before the game begins, the doubling cube is placed on the bar showing the number "1", and blue in color. If there is an automatic double (by rolling doublets when determining who goes first), a two appears on the die, still blue in color. Voluntary doubling occurs when one player offers to double the stakes when it is his turn to play, before rolling the dice. A double may be accepted or declined, but the declining player forfeits the game and looses whatever the stakes were before doubling was offered. If accepted, the stakes double as before, but the doubling cube will now "belong" to the accepting player, indicated by the cube changing to that player's color. Only this player may offer the next double, and the ownership of the cube alternates thereafter.
Scoring
A game is won when either player bears off all his markers first. A "gammon" (double game) is won when the loser had not born off any of his markers, and a "backgammon" (triple game) is won if the loser had not born off any markers and has one or more markers on the bar or in the winner's inner table.
STRATEGY
Establish Your 5 and Bar Points
The five point on your inner table, and the "bar" point (last point on your outer table before entering the inner table) are strategically the most important to block as early as possible.
Block your Inner Table
Opponent's markers that have been hit must enter play through your inner table. It is to your advantage to block as many of these points as possible, so that it becomes less likely for a hit marker to enter play immediately and forces the opponent to pass a turn.
I have enjoyed this game for many years, and I hope you will find the game fun and challenging as well.