Frequently Asked Questions | How to Play Backgammon How to Play Backgammon What is the Aim of Backgammon? The object of Backgammon is to remove (bear off) all your checkers from the board. Who invented Backgammon? No one knows who invented Backgammon. Currently evidence including early dice made of human bones indicates Backgammon originated around 5,000 years ago in what today is known as Iraq. How many pieces does each player start with in a game of Backgammon? Each player starts with 15 checkers of their own colour. How many points are on a Backgammon Board? There are 24 points on a backgammon board. What is a Gammon? This is when a game ends and the loser has not removed any checkers from the board. What is a Backgammon? This is when the game ends and loser has not only failed to remove any checkers from the board but also has a checker on the bar or in the winners home board. About How to Play Backgammon How to Play Backgammon is your starting point to find out everything about Backgammon.

We show you how to play the game, where you can play the game, the equipment you need to play backgammon and once you have mastered the game we look at ways for it to make you money. Useful Links The Rules of Backgammon Game Categories The Rules of Backgammon Two variations of Backgammon are included after the main rules - Dutch Backgammon and Acey Deucey, a game popular within the American armed forces. Backgammon Equipment The game of Backgammon is played on a specially designed board consisting of four tables of six thin triangles or points on each table. The points start from the edges of the board nearest the players and are directed inwards so that they form two rows of 12 points opposite each other. A bar bisects the board and the two tables on one side are designated the "inner tables" or "home tables", the others being referred to as the "outer tables". Traditionally, the inner tables should be positioned facing the greatest light source. There are fifteen white disks, fifteen black disks, two dice, two dice shakers and a doubling cube.

The doubling cube is a die having the numbers 2, 4, 8, 16, 32 and 64 inscribed upon its 6 faces. Preparation and Objective Each player attempts to move all his pieces into the inner table nearest to him (his home table) and once that is achieved, to move or "bear" the pieces off the board. The first player to do this wins. However, that is only half the story because backgammon is not being played properly unless it is being played for stakes. So the ultimate objective of a Backgammon match is to win more stakes than the opponent. Starting Pieces can only move in one direction - from the opponent's inner table through the opponent's outer table, back through the player's outer table and finishing in the player's inner table. White pieces move in a clockwise direction, Black moves in an anti-clockwise direction. Since the inner tables point towards the light, it should therefore be clear who sits where. For the purposes of describing the starting position, the points will be numbered1 to 12 on either side of the board starting with the first square of the inner table and finishing with the last square of the outer table.

On Black's side, position 2 white pieces on point 1, 5 black pieces on square 6, 3 black pieces on square 8 and five white pieces on square 12. White's side should mirror this arrangement exactly. Although Backgammon is played for stakes, this does not necessarily mean money - one can use counters, beans or one can just keep a score with pen and paper. However, the gambling element can be eliminated completely by following the normal rules and merely ignoring the doubling cube and the stakes. Normally, however, a stake is decided up front be it monetary or otherwise. To begin, each player rolls one die each at the same time. If a double is rolled, then the stake is doubled and both players roll again. This is repeated until one player rolls a higher number than the other. The player with the highest throw then uses the dice throw from both players to take the first turn and also chooses to play white or black (and thus which side to sit). Doubling and stakes At any time after the first turn, either player can offer to double the stakes prior to casting the dice.

Upon being presented with such an ultimatum, the other player must choose either to forfeit the game and the current stake or accept the offer. Once the stake has been doubled once in this way, only the player who accepted the most recent offer to double the stake can offer to re-double it. Whenever this happens, the other player either forfeits the game or accepts the double and the opportunity to offer the next double. The doubling cube is used to record the current amount of the stake. Basic Play Each turn consists of the opportunity to move counters towards the player's inner table according to the roll of the two dice. Unless a double is thrown, two moves are allowed, one for each number on the dice. When a double is thrown, four moves are allowed of the number on the dice. Player's are not allowed to pass on their moves - as many moves as possible must be made each turn. A point with two or more pieces of the same colour on it is safe - the opponent cannot land a piece on such a point.. A point hosting only one piece is called a "blot".

Such a piece is vulnerable - if the opponent lands on this point the piece is captured and moved to the bar (this means physically placed on the middle bar dividing the board). Captured pieces are re-entered on the furthest point from the player's inner table. A throw of 1 allows the piece to move from the bar to point one of the opponent's inner table. A throw of 5 allows the piece to enter at point 5 of the opponent's inner table. If a player has one or more pieces on the bar, no other pieces can be moved until all such pieces have re-entered play. So if the dice throw and position of enemy pieces prevents a player from re-entering a piece onto the board from the bar, the player cannot move any other piece and play passes to the opponent. A point hosting two or more of the opponent's pieces is said to be "blocked". If six points in a row are blocked, the opponent is said to have formed a "prime". This is a highly advantageous achievement because a prime cannot be traversed by an opponent but is completely free to be traversed by the player who created it.

Bearing Off Once all pieces are present in a player's inner table, that player can start "bearing off". A throw of 1 allows a player to bear off a piece from point 1 of his inner table, a throw of 2 allows a player to bear off a piece from point 2 of his inner table and so on. Pieces borne off are simply removed from the board. Player's do not have to bear off - if available, they can choose to move a piece within their inner table instead. This is often done to pair up singlets in order to prevent them from capture. When a player rolls a number that is higher than the highest point of the inner table upon which that player has pieces, the player is allowed to bear off the next highest piece. For example, with a roll of double 5, if the player has a piece on point 5, two pieces on point 3, one piece on point 2 and one piece on point 1, the player would bear off the four highest placed pieces and be left with just one piece on point 1.

If after starting to bear off, a player's piece is captured, that piece must re-enter at the other side of the board and bearing off cannot re-start until all pieces are once again residing in the inner table. Finishing The first player to bear off all pieces wins the game. If the opponent has borne off at least one piece, a single game is won and the current stake is forfeited. If the opponent has not borne off any pieces, this is a "gammon" and worth double the current stake. If the opponent has a piece left on the bar or within the opponent's inner table, this is a "backgammon" and worth triple the current stake. Dutch Backgammon This is played in the same way as Backgammon with only 2 differences: All the pieces start off the board "in hand" and all 15 must be entered on the opponent's inner table before any can proceed further A player cannot take an opponent's piece until at least one of his pieces has been moved into his inner (bearing) table.

Acey Deucey This gambling game is popular with the US military forces and is similar to Dutch Backgammon - the keynote feature is that a throw of a 1 and a 2 is a special throw called "acey deucey". It is played in the same way as backgammon with the following rule differences: At the beginning, the player who starts also chooses which table to enter and the opposing player must enter on the opposite table and travel in the opposite direction. This, of course, is a purely cosmetic modification to the rules and does not affect the outcome of the game at all. All pieces start off the board "in hand". It isn't necessary for all pieces to be entered before any other piece can move. This applies at the beginning and during the game. A player throwing an acey deucey first moves a 1 and a 2 in the normal way. Then the player chooses a double from 1 to 6 and moves again, exactly as if that double had been thrown. e.g. if the player selects double five, that player makes 4 moves of 5 each. Finally, the player is entitled to another throw of the dice, effectively a new turn.

However, if a player is not able to move both the initial 1 and 2, then the turns stops immediately and the double and the extra throw are forfeited. Similarly, if all four moves that constitute the double cannot be taken, the ensuing extra throw is forfeited. Doubling is not part of Acey Deucey and there is no doubling cube. However, some people play that the stake is doubled each time an acey-deucey is thrown. Acey Deucey also has a different method to determine the winnings each game. At the end of the game, the losing player must pay the winning player the stake times the number of pieces still remaining on the board. GAMMONLIFE–BACKGAMMON RULES by Michael Strato Introduction There are many differant games one can play on a backgammon board, each with its own set of backgammon rules and different starting positions, but “standard backgammon” is the international version played at live backgammon tournaments worldwide, and on most Internet backgammon play sites. Read these Backgammon Rules and you will quickly learn how to play this wonderful board game of skill and luck.

Information on other games that can be played on a backgammon board are found in GammonLife’s Variants Section . The Rules of Backgammon Backgammon is a game played between two opposing sides on a board marked with 24 triangles called “points”. Each side has 15 checkers of a different colour that move in opposite directions counting the points as spaces according to the numbers rolled by a pair of dice. The player first to get his checkers around, and then off the board, wins the game. In addition to their checkers, each player has a pair of dice and a dice cup (to shake and toss the dice). There is also a doubling cube which is initially placed in the middle of the tray on one side of the board. This cube is marked with the numbers 2, 4, 8, 16, 32 and 64 and is used for doubling the stakes in a game. Setting Up The Board The backgammon board consists of four sections (quadrants) of six points each - the points in backgammon are also known as “pips”.

The vertical strip down the middle of the board is called the “bar” and it is where checkers are placed after they are “hit” or "sent back" . The set up of the board, the numbers of each point and the names of the four quadrants are shown below: The board may also be set up in the reverse position of the above, like this: Backgammon players should learn to play using both starting positions and please note that real backgammon boards do not come marked with the numbers of the points, names of the quadrants nor the word "Bar". The next two diagrams show the direction each player moves his checkers: As can be seen, the players move their checkers against each other in opposite directions, clockwise and counter-clockwise, leading to encounters along the way. Starting a Game – Moving the Checkers To start a game, the players toss only one die each and the player with the higher number must make the first move using both numbers of what is called the “opening roll”. However, if the players toss the same number, they must roll a single die again until they do roll different numbers. After the opening roll, players alternate turns by rolling a pair of dice.

To roll the dice, a player shakes them in the cup several times and then tosses them onto his right-hand side of board from a reasonable height so that they bounce and roll. The dice must land flatly on the surface of board for the roll to be valid. If the dice are “cocked”, leaning on one of their edges against a checker or against the inside wall of the board, the roll does not count and must be repeated. The roll is also repeated if one or both dice land on top of a checker and stay there, or if one or both dice bounce anywhere out of the right side of the board. If the dice land in between checkers, as long as they have come to rest flatly on the surface of board, the roll is considered valid. A player’s furthest checkers are on his 24 point in his opponent’s home board and these and all his other checkers must move in descending numerical order towards the 1 point. When a player has two or more checkers on a triangle he is said to own that point, and his opponent may not land on these “closed or made points” nor use them in moving the numbers of his dice roll.

Thus a player’s checkers can only land on unoccupied points or those he already owns. (There is no limit to how many checkers a player may have on any point.) And to be more precise, a player must use the exact numbers showing on the dice roll as moves. One checker can use both numbers, but as separate moves, or different checkers can use each number separately. Therefore, if a player has a 2 and 3 to play, even though there might be an unoccupied point five spaces away from one of his checkers, that particular checker cannot be moved if his opponent owns the two points that are 2 and 3 spaces away from his checker since both numbers are blocked. However, all numbers rolled must be played if possible, so he must try his moves with his other checkers elsewhere on the board. When a player rolls the same number on both dies, such as a 5 and a 5, it is called a “doublet” or “double”, and the player gets to play that number four times instead of just two – he may move as many of the four as possible with any combination of his checkers.

Due to blocked points, on any roll, a player will sometimes be able to use only one of the numbers showing on the dice and in some cases neither. However, in a case where he can use one or the other but is then blocked to move the second number, the higher number must be played. When a player leaves a checker alone on a point, it becomes a “blot”, and if the opponent rolls the right number or combination of numbers, he has the option to ”hit” or “send back” one or more blots, although he may choose not to hit at all if there a more strategic play available. When a player hits a blot, he must lift the checker off the point and place it on the vertical “bar” in the centre of the board. Then, on the next roll, the opponent must try to “re-enter" and “re-circulate” the checker, playing it back onto the board from the bar by counting in from the 24 point. One can only re-enter, or "come down" from the bar, onto “open points” in an opponent’s home board.

If one does not roll the number(s) of an open point(s), he may not play his dice rolls with other checkers elsewhere on the board. In the case where an opponent has filled in all six of his home board points, the player on the bar is “closed out” and does not get to roll again until his opponent does open a point he can enter on. Please note that it is impossible that both players get closed out on the bar and that there are no draws or stalemates in backgammon. Owning points is good strategy, and when a player makes several consecutive points in a row anywhere on the board it is called a “prime”. Primes can hinder a player from getting his checkers home while his opponent advances his own army forward. However, the shorter the prime the easier it is for an opponent to roll numbers that jump over a prime. The best is a six-point prime which is impassable although a player may continue to move other checkers not being blocked by the six-point prime, unless, as explained above, the player has one or more checkers on the bar and the six points of a home board are closed.

The Bear Off Process Once all 15 checkers are inside the home board a player begins to bear them off according to the rolls of the dice. A checker on the 6 point can be removed with a 6 on a dice roll, one from the 5 point with a 5, and so forth. Here is where doublets can come in handy to win the race as there are times when a player will be able to bear off four checkers on a single roll. If for example, while bearing off, a player has rolled a 5 but no longer has any checkers on the 5 point, but does have one or more checkers on his 6 point, he must move the 5 from his 6 point over to his 1 point. If he has no checkers on either the 5 or 6 point and has rolled a 5, or even a 6 for that matter, he is allowed to remove a checker from the next lower point where checkers remain. If a player still has checkers in the home board of one who is bearing off, or that player is still on the bar, the one bearing off should attempt to make moves that do not leave blots.

If a blot is exposed and is hit by an opponent, the bear off is delayed until the checker that has been hit re-circulates from the bar into his opponent’s home board on the other side of the board and back around into his own home board - in other words, one must have all his checkers in his homeboard in order to continue bearing off. To further explain the above, if a player has two checkers on his 6 point and two on his 5 point and he rolls a 6-5, if his opponent is waiting on the 2 point for a blot to open, the player does not have to bear off one checker from the 5 point and another from the 6 point for this will leave two blots. To avoid being hit, it is perfectly legal to bear off one from the 6 point and move the other one on the 6 point with the 5 of the dice roll over to the 1 point.

When bearing off, a beginner player may sometimes arrive at a position where it appears as if he has to move both the numbers of his roll inside his board without taking a checker off, but that depends on the position – if a player has four checkers left to bear off, one on each of his 1, 2, 5 and 6 points, and the player rolls a 4 and a 3, no checker comes off, the player must move the 4 and 3 using the checkers on his 5 and 6 point. However, if a player has, for example, two checkers on his 1 point, two on his 3 point and one on his 6 point, and rolls a 5-2, he does not have to play the 5 from the 6 point to the 1 point and then the 2 from his 3 point to his 1 point. Instead, he may first play the 2, from his 6 point to his 4 point, and then bear the checker off from his 4 point using the 5 of the dice roll. Scoring The first player to bear off all his checkers wins the game.

However, if an opponent fails to bear off at least one checker from his home board or is caught with one or more checkers still outside his home board, in the outer board areas, the winner scores a “gammon”. A gammon is worth twice the points or stakes being played for in “match play”, a series of games played up to a certain number of points, or, twice the current wager in a “money game”, a series of single games played at predefined stakes. If the winner has removed all his checkers and his opponent still has one or more checkers in the winner’s home board, or on the bar, the winner scores a ”backgammon”, which is worth triple the number of points or current wager. The Doubling Cube The doubling cube is used to raise the stakes in a game. It has six sides individually marked with the numbers 2, 4, 8, 16, 32 and 64 on its faces. It is not used in a 1-point match, or single game, unless one is playing a money game.

Anytime after the opening roll in match play, and before he rolls his dice, a player who believes he has an advantageous position may offer his opponent to play for twice the stakes. The doubler takes the cube from the centre of the tray and places it in the middle of the board with the number 2 face up and says “I double”. His opponent agrees to play on by saying “I take”, lifting the cube and placing it in the tray on his side of the board with the 2 showing face up. If the opponent refuses the cube, he says “I drop” or “I pass” and the current games ends with the doubler scoring the win. If a player who has accepted a cube wishes to re-double his opponent later in the game, the cube is offered back at 4 and if taken can be re-offered later by the original doubler at 8, and so on. But for example, if the players are in a 7-point match there is no need to double higher than 8, since 8 points will end a 7-point match in the current game.

If for example, the players are tied 3-3 in the score of a 7-point match, there is no need to double higher than 4. However, the cube may go up to 16, 32 or 64 in longer matches and in money games. When the cube has been used in a game that results in a gammon or backgammon, the winner gets wins twice (for a gammon) or three times (for a backgammon) the number of points showing on the cube. Therefore, in the example of a 7-point match, the match would end in one game if the cube reaches 4 since a gammon would be worth 8 points and a backgammon 12 points. The Crawford and Jacoby Rules There are a couple of additional rules regarding the doubling cube. In match play, the Crawford Rule states that when one of the players reaches a score where he is just one point away from winning the match, the doubling cube may not be used in the following game. However, if the leader does not win the match in that game, the doubling cube maybe be used by his opponent in all subsequent games until the end of the match.

In money games, the Jacoby Rule is an optional rule - players can agree to play with "the Jacoby" or not. When used, this rule states that when no cube has been offered in the money game, then gammons and backgammons do not count and do not scored as such. Improve Your Game Now that you know how to play backgammon get out your board and try a few games with friends or family members. If you wish to learn how to play the game better, sharpen your skills with the help of backgammon expert Paul Money in his GammonLife series called “Beginners Please” . Paul will tell you the best way to play the opening rolls, how to calculate odds and probabilities and much more. You can also get a free program called GNUBG that you can play against on your computer. In addition to a teaching feature, the program will also analyze your skill level and show you where you made errors. You may also use it to analyze yourself and others you play against on the Internet, if the server where you play allows you to save a "match file". To download the program and to learn how to use its many features please see Robert-Jan Veldhuizen's GNU Tutorial . .

Copyright © 2006-2011 by GammonLife.com. All rights reserved. This material may not be broadcast, published, re-written, or re-distributed in any form. Backgammon Rules – And How To Play Backgammon Rules – And How To Play You are here: Home / Learn / Backgammon Rules and Terms / Backgammon Rules – And How To Play Backgammon Rules – And How To Play Backgammon is a game for two players, played on a board consisting of twenty-four narrow triangles called points . The triangles alternate in color and are grouped into four quadrants of six triangles each. The quadrants are referred to as a player’s home board and outer board, and the opponent’s home board and outer board. The home and outer boards are separated from each other by a ridge down the center of the board called the bar . Figure 1. A board with the checkers in their initial position. An alternate arrangement is the reverse of the one shown here, with the home board on the left and the outer board on the right. The points are numbered for either player starting in that player’s home board.

The outermost point is the twenty-four point, which is also the opponent’s one point. Each player has fifteen checkers of his own color. The initial arrangement of checkers is: two on each player’s twenty-four point, five on each player’s thirteen point, three on each player’s eight point, and five on each player’s six point. Both players have their own pair of dice and a dice cup used for shaking. A doubling cube , with the numerals 2, 4, 8, 16, 32, and 64 on its faces, is used to keep track of the current stake of the game. Object of the Game The object of the game is move all your checkers into your own home board and then bear them off. The first player to bear off all of their checkers wins the game. Figure 2. Direction of movement of White’s checkers. Red’s checkers move in the opposite direction. Movement of the Checkers To start the game, each player throws a single die. This determines both the player to go first and the numbers to be played. If equal numbers come up, then both players roll again until they roll different numbers.

The player throwing the higher number now moves his checkers according to the numbers showing on both dice. After the first roll, the players throw two dice and alternate turns.The roll of the dice indicates how many points, or pips , the player is to move his checkers. The checkers are always moved forward, to a lower-numbered point. The following rules apply: A checker may be moved only to an open point , one that is not occupied by two or more opposing checkers. The numbers on the two dice constitute separate moves. For example, if a player rolls 5 and 3, he may move one checker five spaces to an open point and another checker three spaces to an open point, or he may move the one checker a total of eight spaces to an open point, but only if the intermediate point (either three or five spaces from the starting point) is also open. Figure 3. Two ways that White can play a roll of . A player who rolls doubles plays the numbers shown on the dice twice. A roll of 6 and 6 means that the player has four sixes to use, and he may move any combination of checkers he feels appropriate to complete this requirement.

A player must use both numbers of a roll if this is legally possible (or all four numbers of a double). When only one number can be played, the player must play that number. Or if either number can be played but not both, the player must play the larger one. When neither number can be used, the player loses his turn. In the case of doubles, when all four numbers cannot be played, the player must play as many numbers as he can. Hitting and Entering A point occupied by a single checker of either color is called a blot . If an opposing checker lands on a blot, the blot is hit and placed on the bar .Any time a player has one or more checkers on the bar, his first obligation is to enter those checker(s) into the opposing home board. A checker is entered by moving it to an open point corresponding to one of the numbers on the rolled dice.For example, if a player rolls 4 and 6, he may enter a checker onto either the opponent’s four point or six point, so long as the prospective point is not occupied by two or more of the opponent’s checkers. Figure 4.

If White rolls with a checker on the bar, he must enter the checker onto Red’s four point since Red’s six point is not open. If neither of the points is open, the player loses his turn. If a player is able to enter some but not all of his checkers, he must enter as many as he can and then forfeit the remainder of his turn.After the last of a player’s checkers has been entered, any unused numbers on the dice must be played, by moving either the checker that was entered or a different checker. Bearing Off Once a player has moved all of his fifteen checkers into his home board, he may commence bearing off . A player bears off a checker by rolling a number that corresponds to the point on which the checker resides, and then removing that checker from the board. Thus, rolling a 6 permits the player to remove a checker from the six 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 permitted (and 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. Figure 5. White rolls and bears off two checkers. A player must have all of his active checkers in his home board in order to bear off. If a checker is hit during the bear-off process, the player must bring that checker back to his home board before continuing to bear off. The first player to bear off all fifteen checkers wins the game. Doubling Backgammon is played for an agreed stake per point. Each game starts at one point. During the course of the game, a player who feels he has a sufficient advantage may propose doubling the stakes. He may do this only at the start of his own turn and before he has rolled the dice.A player who is offered a double may refuse , in which case he concedes the game and pays one point. Otherwise, he must accept the double and play on for the new higher stakes. A player who accepts a double becomes the owner of the cube and only he may make the next double.Subsequent doubles in the same game are called redoubles . If a player refuses a redouble, he must pay the number of points that were at stake prior to the redouble.

Otherwise, he becomes the new owner of the cube and the game continues at twice the previous stakes. There is no limit to the number of redoubles in a game. Gammons and Backgammons At the end of the game, if the losing player has borne off at least one checker, he loses only the value showing on the doubling cube (one point, if there have been no doubles). However, if the loser has not borne off any of his checkers, he is gammoned and loses twice the value of the doubling cube. Or, worse, if the loser has not borne off any of his checkers and still has a checker on the bar or in the winner’s home board, he is backgammoned and loses three times the value of the doubling cube. Optional Rules The following optional rules are in widespread use. Automatic doubles. If identical numbers are thrown on the first roll, the stakes are doubled. The doubling cube is turned to 2 and remains in the middle. Players usually agree to limit the number of automatic doubles to one per game. Beavers. When a player is doubled, he may immediately redouble (beaver) while retaining possession of the cube.

The original doubler has the option of accepting or refusing as with a normal double. The Jacoby Rule. Gammons and backgammons count only as a single game if neither player has offered a double during the course of the game. This rule speeds up play by eliminating situations where a player avoids doubling so he can play on for a gammon. Irregularities The dice must be rolled together and land flat on the surface of the right-hand section of the board. The player must reroll both dice if a die lands outside the right-hand board, or lands on a checker, or does not land flat. A turn is completed when the player picks up his dice. If the play is incomplete or otherwise illegal, the opponent has the option of accepting the play as made or of requiring the player to make a legal play. A play is deemed to have been accepted as made when the opponent rolls his dice or offers a double to start his own turn. If a player rolls before his opponent has completed his turn by picking up the dice, the player’s roll is voided. This rule is generally waived any time a play is forced or when there is no further contact between the opposing forces.

Backgammon FAQ: Basic Rules Backgammon FAQ Q: What is backgammon? Backgammon is a game played by two players, each with fifteen checkers , on a board consisting of 24 narrow triangles called point . The players move their checkers around the board according to rolls of the dice and the first player to get all their checkers off is the winner. The fun comes from hitting and blocking your opponent's checkers to impede their progress. Backgammon is a game of odds and calculation, but it's also a game of patterns and vision. Because it is played with dice, many people think of backgammon as a gambling game. Backgammon is often played for money, but it is certainly not a game of luck. There is a surprising amount of skill in the game. Backgammon is an easy game to learn. It's fast-actioned, and fun to play either face-to-face on a real board or over the Internet. You will spend many enjoyable years learning and improving at this game. "Backgammon is an easy game to play, but not easy to play well." Daniel Murphy "People think the game consists primarily of mathcalculating odds and so forth.

That's not true. It's essentially a game of patterns, a visual game, like chess." Paul Magriel "It's a game of skill and luck. When I win I can claim it's due to my good skill. When I lose I can claim it's due to my bad luck." David Forthoffer A backgammon board . Thirty counters or checkers in two colors, fifteen of the same color for each player. A pair of dice numbered from 1 to 6. For convenience, two pairs of dice (one pair for each player) is best. A dice cup , for shaking and rolling the dice. Again, it is better to have two dice cups. A doubling cube for keeping track of the stakes of the game. See Q: How do you set up the board? There are two ways to set up a backgammon board, both really the same. The first illustration shows the setup when you are plaing White and your checkers move counterclockwise around the board. Red's checkers go in the opposite direction. Both players bear off to the right; you at the lower-right, your opponent at the upper-right.

The second illustration shows the setup when your checkers move clockwise around the board. Red's checkers go in the opposite direction, and both players bear off to the left. Notice when you bear off to your right, your opponent will be bearing off to their left, and vice versa. Q: Who goes first? To decide who goes first, you and your opponent each roll one die. In the case of a tie, you both roll again. The player who rolls the higher number goes first. That player does not roll the dice again; they play the two numbers just rolled on their first turn. Notice that the player who goes first never has doubles on their first turn because ties on the first roll are always broken. Q: What is a gammon? A backgammon? If you bear off all fifteen of your checkers before your opponent has borne off any of theirs, you win a gammon , or double game. If you bear off all fifteen of your checkers before your opponent has borne off any of theirs and they have one or more checkers in your home board or on the bar, you win a backgammon , or triple game. Q: What are the inner and outer tables? Most backgammon boards fold in half.

The two halves of the board are called the inner table and the outer table. The side the inner table is on depends on how you set up the checkers. If you bear your checkers off to the right, then the inner table is on your right; if you bear off to the left, then the inner table is on your left. Your home board and your opponent's home board are both located in the inner table. Q: What is the mid-point? That is the name of the point on your opponent's side of the board where you have a stack of five checkers at the start of the game. It is also called your "13-point" because the checkers on that point are 13 spaces away from being borne off. The opponent's mid-point is your 12-point. [See diagram below.] No, you must play your roll if there is any legal way to do so. If you can't play all of your numbers, you must play as many as you can. So if you roll and can only play three of your four 6's, that's what you must do. Q: Can I play one number in such a way as to avoid playing the other?

No, you must play both numbers of a roll if possible. Sometimes this means having to make a move you don't like so that your other number can also be played. Whites rolls 6-4: White can't play 13/7 with his 6 because that would leave no way to play the 4. Instead, he must play 24/18, allowing him to play 18/14 with the 4. Whites rolls 6-4: As much as he would like to, White cannot bear off the checker on the six-point! He must play 6/2, using his 4 first, and then use the 6 to take a checker off the five-point. Q: What if I can only play one number? If you can play one number but not both, then you must play the higher one. Whites rolls 6-4: The only checker White can move is his runner. The rules say he must to the 18-point using the 6 rather than hit on the 20-point using the 4. Q: Is hit-and-run allowed (also known as "pick and pass")?

Yes, if you hit a checker, you are allowed to run your hitter to safety. Here is an example: Whites rolls 5-2: White may hit Red's checker on the five-point and then move his hitter to safety on the three-point. There are some variations of backgammon, played in the Middle East, where hit-and-run is not allowed in the player's home board . But the standard game has no such restriction. Q: Is it ok to have more than five checkers on a point? Yes, you may place as many checkers as you want on a point. Pile them one on top of another if you run out of room. There are some versions of backgammon still popular in England which allow no more than five checkers on a point (see Old English backgammon), but these are not standard rules. Q: Can I play low number first when bearing off? Yes, you may play your numbers in either order, as long as each number is played legally. Using your low number first can sometimes get you out of a sticky situation.

Here are some examples: Whites rolls 4-1: If White plays 4 first, he takes the checker off the four-point and is forced to hit with the 1, leaving two blots. But if he plays the 1 first, moving from the four-point to the three-point, he can then use the 4 to remove the checker from the three-point. This wastes a pip, but it leaves no shots. Whites rolls 5-4: If White plays his 5 first, he ends up with a gap on his two-pointnot good if he rolls a 2 later. If he plays the 4 first, he fills the gap on the two-point and increases his chances of getting off in two more rolls. Q: Is stalemate possible in backgammon? Stalement is a position in which neither player can ever move again. Technically, stalemate is not possible in backgammon. Here is a rough explanation why: To have a stalemate, each player would have to be blocking the other. Perhaps they each have prime in front of the other player's checkers. Both players cannot hold their primes forever unless they are stuck on the bar.

If the players are both on the bar, one of them will eventually reenter unless both players are closed out . So the only possibility for stalemate is both players on the bar and both players closed out, like this: But this position can't happen. If it could, what was the position before the last hit? A player who was on the bar and closed out cannot hit his opponent. Stalemate might be possible, though, if one of the players makes an illegal play. See this post by Bob Johnson. Your home board is the last quadrant that a you move your checkers to before bearing them off. The opponent's home board is where you enter your checkers after they have been hit. The home boards are the points numbered 1 to 6 in the diagram. Q: What is a closed board? A player who makes all six points of his home board is said to have a closed board. If you get one of your checkers hit when your opponent's board is closed, you are closed out and cannot make any moves until the opponent opens a point and allows you reenter. More Information Q: What is a doubling cube?

A doubling cube is a cubical block, a little larger than a regular die, with the numbers 2, 4, 8, 16, 32, and 64 printed on its faces. It is sometimes simply called the cube . The purpose is to allow players to bet on the game as they are playing. Q: How do you use a doubling cube? At the beginning of the game, the doubling cube is placed halfway between the players, either on the bar or at the side of the board, with the number 64 face up. The 64 means that the stakes have not been doubled yet. (Most doubling cubes do not have a 1, so the number 64 is understood to represent 1.) The position of the cube, halfway between the players, indicates that both players have access to it. That is, either player can make the first double. At any point during the game, a player who thinks he has a sufficient advantage may double the stakes. He can do this only at the beginning of his turn, before he has rolled the dice. When a double is offered, the opponent may refuse the double , in which case he resigns the game and forfeits the current stakes.

The current stakes is the value of the cube before the double is offered, in this case one point. If the opponent doesn't want to resign, he may accept the double , and agree to continue play at double the previous stakes. He places the cube on his side of the board with the number 2 face up. The number 2 represents the fact that the stakes are now doubled. The position of the cube means that player now owns the doubling cube and only he may make the next double. If the game later turns around and the player who owns the cube feels he now has an advantage, he may redouble the stakes to 4. His opponent may refuse and give up the current stakes (now two units) or he may accept and continue play at quadruple the initial stakes. There is no limit to the number of doubles and redoubles in a single game, except that no player may double twice in a row. At the end of the game, the loser pays the winner the value of the doubling cube in whatever units they have agreed to play for. For example, if playing for one dollar a point and the doubling cube shows 4, then the loser pays the winner four dollars.

In the case of a gammon or backgammon , this amount is doubled or tripled. Q: Can I double if I am on the bar and closed out? Yes, you can double at the start of any turn. You have to be alert, though; your opponent, seeing that you can't move, may roll his dice without waiting to see what you do. Just ask him to "wait, please" as he picks up his dice while you decide whether or not to double. Q: What is an automatic double? Some people play that if the two players roll the same number on the first roll of the game, then the doubling cube is automatically turned to 2. The cube stays in the middle but now the first voluntary double of the game will be offered at 4. If the players roll the same number again, then the cube is turned up another notch, though players often agree to limit the number of automatic doubles to one per game. Q: What is the Jacoby rule? The Jacoby rule says that a gammon or backgammon does not count extra unless the cube has been turned, that is, unless a double has been offered and accepted in the present game.

The purpose of the rule is to avoid long games in which one player tries for a gammon rather than double the opponent out for one point. Technically, the Jacoby rule is optional, but its use in money play is very common. The Jacoby rule is never used in match play . The Jacoby rule is named for Oswald Jacoby, coauthor of The Backgammon Book , who proposed and promoted the rule. See post by Daniel Murphy . Q: What are beavers? If one player doubles, and the opponent accepts the double and decides his position is good enough, he may immediately redouble while retaining posession of the cube. This immediate redouble without giving up the cube is called a beaver. For example, suppose the cube is in the center and there have been no doubles yet this game. Player A decides to double the stakes. B accepts the double (the cube now shows 2), then B says "beaver" and turns the cube up one more notch to 4. At this point, if A has second thoughts, he can decline the beaver and give up two points; otherwise the game continues with the cube at 4. B still owns the cube, so he can redouble again on a future turn.

All of this happens during A's turn; A now rolls the dice and the game continues. Playing beavers is optional, so you should agree with your opponent beforehand whether or not you are playing this rule. How Many Counters Does Each Player Have at the Start of a Game of Backgammon | uk.QACollections.com How Many Counters Does Each Player Have at the Start of a Game of Backgammon How Many Counters Does Each Player Have at the Start of a Game of Backgammon? Each Player as 15 counters in a Backgammon. The counters are also known as checkers, draughts, stones, men or chips. Backgammon is one of the oldest board games, with archaeological evidence up to ... Read More » Related Videos Top Q&A For: How Many Counters Does Each Player Have at the ... How Many Counters in Backgammon? Backgammon has thirty pieces, or fifteen for each of the two players. The pieces in Backgammon are also known as checkers, draughts, pieces, men, stones or counters. How Many Senators Does Each State Have? Each state is represented by two senators. Each senator is given six years senate terms.

According to the law, no person shall be a senator who have not attained the age of thirty. Where to Buy Backgammon Game Sets? Backgammon can be a fun and exciting game for the whole family to enjoy. When choosing a Backgammon set to buy, you will want to shop from a place that gives you a variety of options in style, desi... Read More » How Many Calories Should a Man Have Each Day? A man's daily calorie intake is influenced by his age and activity levels, as well as his weight and other health factors. If you are trying to lose weight, you'll obviously need to intake fewer ca... Read More »

Question: How many pieces does each player have in backgammon?
Answer: 15