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                    Backgammon rules  Windows 
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						About the game
            
                
                    The backgammon game, in its actual form, is played on a 
				board like this, with twenty-four triangles called points, in 
				alternate colors. Backgammon is a game for two players, where 
				each one has to move his checkers, according with the value of 
				the two dice, into his own home board. The remaining twelve 
				triangles represent the
				
				
                    outer board, 
				which is separated from the homes by the center area of the 
				board called the
				
				
                    bar. 
				Each player has fifteen checkers (stones or men) with a single 
				color (here, black or white), placed in a start position as 
				shown in the picture below. The points are counted starting in 
				each one's home board, the outermost point being the 
				twenty-fourth point (it is also the opponent's point one). You 
				can also see in this picture a white arrow showing the direction 
				of the White player movements. In the middle of the backgammon 
				board there is a
				
				
                    doubling cube, 
				labeled with the figures 2, 4, 8, 16, 32, and 64 on its faces, 
				used for keeping track of the current stake of the game.  
  
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				The board for backgammon
  
				You can see the checkers in their initial position, the 
				player's homes, the doubling cube, the bar and the movement 
				direction for the White player. The Black player moves in the 
				opposite direction. 
  
			
                
				Objective 
			
                The 
				objective of the game is for each player to bring all his 
				checkers into his own home board and then bear them off. The 
				first player to bear off all of his checkers wins the game. 
				During the game, you can apply different strategy moves, such as 
				to block the move or the entering of the opponent. You can also 
				use the doubling cube to increase the stake of the game, if it 
				is your turn and if this is allowed by the applying rules.  
				If you bear off all your 15 checkers before your opponent has 
				borne off a single checker, you win a gammon, or double game. If 
				you bear off all your 15 checkers before your opponent has borne 
				off a single one, and he still has one or more checkers in your 
				home board or on the bar, you win a backgammon, or a triple 
				game. 
				A suite of games, played to a specified number of points, is 
				called a match. This way the overall winner can be selected in 
				competitions. The first player who reaches the required number 
				of points wins the match. The points are awarded in the usual 
				manner: one for a single game, two for a gammon, and three for a 
				backgammon. More, the doubling cube is used such as the winner 
				receives the value of the game multiplied by the final value of 
				the doubling cube. 
  
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						Rules 
                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 out the dice again 
				until they get different numbers. The player who got 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 change turns.  
				The value 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. 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. 
				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.  
  
							
							  
				Any 
				time a player has one or more checkers on the bar, his first 
				obligation is to enter those checkers into the opposite home 
				board. A checker is entered by moving it to an open point 
				corresponding to one of the numbers on the rolled dice. 
  
							
							  
				The 
				numbers on the two dice represent separate moves. For example, 
				if a player rolls 4 and 1, he may move one checker four spaces 
				to an open point and another checker one spaces to an open 
				point, or he may move a single checker over a total of five 
				spaces to an open point, but only if the intermediate point 
				(either one or four spaces from the starting point) is also 
				open. 
  
							
							  
				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 
				bigger 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. 
  
							
							  
				
				When a player has brought all the checkers in its home board, he 
				may begin bearing them off. If a die shows a number and in this 
				point there is at least one checker, it can be borne off. If the 
				biggest checker's point is lower than the number, the checker 
				can be also borne off. If these conditions are not met, the 
				player may try to move a checker to a lower point. Anyway, both 
				dice have to be played if it is possible.  
  
							
							  
				The 
				Jacoby rule is used in money games. It states that a gammon or 
				backgammon may not be scored as such, unless the cube has been 
				passed and accepted. The purpose is to speed up play by 
				eliminating long not doubled games. The Jacoby rule is never 
				used in match play. 
  
							
							  
				The 
				Crawford rule tells that if you are playing an n-point match and 
				your opponent is ahead of you and he gets to n-1 points you are 
				not allowed to use the doubling cube in the next game to come. 
				The Crawford rule is universally used in backgammon match play. 
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						Glossary of backgammon terms 
			
  
                    A 
Anchor: A point where you have two or more checkers, placed in the 
opponent's home board. 
Automatic Doubles: A rule which states that if the first roll of a game 
has the same numbers for both players, the stakes will be doubled. 
 
                    B 
Backgammon: The game we are talking about. Also the name of a backgammon 
game where a player borne off all the checkers, while the opponent still has a 
checker on a bar or in the winner's home. The player who wins receives three 
times the stake of the game. 
Bar: The space in the center of a backgammon board, where the checkers 
are placed after they have been hit. If a player has checkers on the bar, he 
must enter them in the opponent's home before any other move. 
Bear Off: Operation a player must do by removing the checkers from his 
home board, after all of them have been brought in there.  
Black: A convention for naming the player with the darker checkers. 
Block: A point with two or more checkers. 
Blot: A single checker on a point, which can be hit. 
 
                    C 
Cube (doubling cube): Offered by a player to double the stake of the 
game. If the opponent accepts a double, he becomes the owner of the cube, and 
only he may offer the next double.  
Checker (man, stone, piece): One of the fifteen (white or black) 
'soldiers' of your 'army' moving around the board according to rolls of the 
dice.  
Closed Board: A home board where all six points are blocked.  
Contact: A board position where the players still attack each other. 
 
                    D 
Double: The offer made by a player to double the stake of the game. 
Doubles (doublets): The name of two dice having the same value on their 
upper face, allows you to move four times the die's value. 
 
                    E 
Enter: Operation made with a checker from the bar which has to be placed 
in the opponent's home board according to the roll of the dice.  
Equity: A number that globally reflects the chances of a player in a 
backgammon game position to win comparing the chances to lose. There is also a 
cube equity, showing the winning chances affected by the ownership of the cube. 
 
                    F 
Forced Play: The situation when the current dice roll can be played in 
only one legal way.  
 
                    G 
Gammon: A backgammon game where a player has borne off all the checkers 
and won the game, while the losing player has not borne off any of his checkers. 
The winner gets twice the value of the single game. 
 
                    H 
Hit: Move to a point where there is an opponent blot and put the checker 
on the bar. 
Home Board: The opposite of the outer board, the place where players bear 
in their checkers. 
 
                    I 
Inner Table: the board side with the player's homes. 
 
                    J 
Jacoby Rule: A rule used in money games which says that the game counts 
as a single one if the cube has not been passed and accepted till the end of 
game.  
 
                    K 
Kibitzer: A person watching your backgammon game. 
 
                    L 
Lead: The pip count difference.  
 
                    M 
Match: A suite of games played until one player accumulates a certain 
number of points.  
Move (movement): Process of moving your checker according to the value of 
a die, which may be entered, moved or borne off. 
 
                    N 
Nackgammon: A game variation, where a player has four checkers in 
opponent's home in start position.  
 
                    O 
Opening Roll: Each player throws one die to establish who starts the 
game. 
Open Point: A board position occupied at most by an opponent's blot.  
Outer Board: The complementary side of the home board.  
 
                    P 
Pip: A measurement unit for the distance between the board's points.  
Pip Count: A total number of pips that a player must move his checkers, 
including bearing them off (167 at the beginning of a game). 
Point: One of the twenty-four triangles on the board with alternate 
colors, where the checkers stay. 
Prime: Six consecutive blocks belonging to a player, which stops the 
opponent's checkers.  
 
                    Q 
Quads: A roll of double four. 
 
                    R 
Race: A board position where neither player can hit or block the other. 
 
                    S 
Single Game: A finished game in which the losing player has borne off at 
least one checker or a game that ends when a double is refused.  
Stake: The wager in a game of backgammon, doubled when the cube is passed 
and accepted.  
 
                    T 
Tric-trac: The French name for backgammon.  
Triple Game: see Backgammon.  
 
                    W 
White: The color (light) for a player's checkers, or the opposite for 
black. 
 
				 
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