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Übersetzung für "Backgammon Rules" im DeutschBackgammon rules: Erfahren Sie mehr über den Ursprung der Wörter auf unserem EVS Translations Blog. Ablehnen des Eröffnungswurfes – California Rule[Bearbeiten | Quelltext bearbeiten]. Diese. Übersetzung im Kontext von „Backgammon Rules“ in Englisch-Deutsch von Reverso Context: Opens the websites of FIBS Home, Backgammon Rules.
Backgammon Rules Navigation menu VideoBackgammon Rules, explained by Grandmaster Marc Olsen
Backgammon Rules is designed to help people who are interested in backgammon. If you completely discover this game, I explain all the rules plain and simple.
If you are already familiar with the game, I bring you a new perspective on the different tactics and strategies to improve.
I also tested for you the best platforms to play online backgammon. Backgammon is a difficult game to master, and it is useless to waste time on platforms that are not worth it.
When the cube is centered, either player may start their turn by proposing that the game be played for twice the current stakes. Their opponent must either accept "take" the doubled stakes or resign "drop" the game immediately.
Whenever a player accepts doubled stakes, the cube is placed on their side of the board with the corresponding power of two facing upward, to indicate that the right to re-double belongs exclusively to that player.
For instance, if the cube showed the number 2 and a player wanted to redouble the stakes to put it at 4, the opponent choosing to drop the redouble would lose two, or twice the original stake.
There is no limit on the number of redoubles. Although 64 is the highest number depicted on the doubling cube, the stakes may rise to , , and so on.
In money games, a player is often permitted to "beaver" when offered the cube, doubling the value of the game again, while retaining possession of the cube.
A variant of the doubling cube "beaver" is the "raccoon". Players who doubled their opponent, seeing the opponent beaver the cube, may in turn then double the stakes once again "raccoon" as part of that cube phase before any dice are rolled.
The opponent retains the doubling cube. An example of a "raccoon" is the following: White doubles Black to 2 points, Black accepts then beavers the cube to 4 points; White, confident of a win, raccoons the cube to 8 points, while Black retains the cube.
Such a move adds greatly to the risk of having to face the doubling cube coming back at 8 times its original value when first doubling the opponent offered at 2 points, counter offered at 16 points should the luck of the dice change.
Some players may opt to invoke the "Murphy rule" or the "automatic double rule". If both opponents roll the same opening number, the doubling cube is incremented on each occasion yet remains in the middle of the board, available to either player.
The Murphy rule may be invoked with a maximum number of automatic doubles allowed and that limit is agreed to prior to a game or match commencing.
When a player decides to double the opponent, the value is then a double of whatever face value is shown e.
The Murphy rule is not an official rule in backgammon and is rarely, if ever, seen in use at officially sanctioned tournaments.
The "Jacoby rule", named after Oswald Jacoby , allows gammons and backgammons to count for their respective double and triple values only if the cube has already been offered and accepted.
This encourages a player with a large lead to double, possibly ending the game, rather than to play it to conclusion hoping for a gammon or backgammon.
The Jacoby rule is widely used in money play but is not used in match play. The "Crawford rule", named after John R.
Crawford , is designed to make match play more equitable for the player in the lead. If a player is one point away from winning a match, that player's opponent will always want to double as early as possible in order to catch up.
Whether the game is worth one point or two, the trailing player must win to continue the match. To balance the situation, the Crawford rule requires that when a player first reaches a score one point short of winning, neither player may use the doubling cube for the following game, called the "Crawford game".
After the Crawford game, normal use of the doubling cube resumes. The Crawford rule is routinely used in tournament match play.
If the Crawford rule is in effect, then another option is the "Holland rule", named after Tim Holland , which stipulates that after the Crawford game, a player cannot double until after at least two rolls have been played by each side.
It was common in tournament play in the s, but is now rarely used. There are many variants of standard backgammon rules. Some are played primarily throughout one geographic region, and others add new tactical elements to the game.
Variants commonly alter the starting position, restrict certain moves, or assign special value to certain dice rolls, but in some geographic regions even the rules and directions of the checkers' movement change, rendering the game fundamentally different.
Acey-deucey is a variant of backgammon in which players start with no checkers on the board, and must bear them on at the beginning of the game.
The roll of is given special consideration, allowing the player, after moving the 1 and the 2, to select any desired doubles move. A player also receives an extra turn after a roll of or of doubles.
Hypergammon is a variant of backgammon in which players have only three checkers on the board, starting with one each on the 24, 23 and 22 points.
The game has been strongly solved , meaning that exact equities are available for all 32 million possible positions.
Nard is a traditional variant from Persia in which basic rules are almost the same except that even a single piece is "safe".
All 15 pieces start on the 24th wedge. Nackgammon is a variant of backgammon invented by Nick "Nack" Ballard  in which players start with one less checker on the 6-point and midpoint and two checkers on the point.
Russian backgammon is a variant described in as: " In this variant, doubles are more powerful: four moves are played as in standard backgammon, followed by four moves according to the difference of the dice value from 7, and then the player has another turn with the caveat that the turn ends if any portion of it cannot be completed.
Gul bara and Tapa are also variants of the game popular in southeastern Europe and Turkey. The play will iterate among Backgammon, Gul Bara, and Tapa until one of the players reaches a score of 7 or 5.
Coan ki is an ancient Chinese board game that is very similar. Plakoto , Fevga and Portes are three versions of backgammon played in Greece.
Together, the three are referred to as Tavli. Misere backgammon to lose is a variant of backgammon in which the objective is to lose the game.
Other minor variants to the standard game are common among casual players in certain regions. For instance, only allowing a maximum of five checkers on any point Britain  or disallowing "hit-and-run" in the home board Middle East.
Backgammon has an established opening theory , although it is less detailed than that of chess. The tree of positions expands rapidly because of the number of possible dice rolls and the moves available on each turn.
Recent computer analysis has offered more insight on opening plays, but the midgame is reached quickly. After the opening, backgammon players frequently rely on some established general strategies, combining and switching among them to adapt to the changing conditions of a game.
A blot has the highest probability of being hit when it is 6 points away from an opponent's checker see picture.
Strategies can derive from that. Either way stay up the excellent high quality writing, it is uncommon to see a great weblog like this one these days.
Your email address will not be published. Save my name, email, and website in this browser for the next time I comment. Backgammon Board. Example of a Backgammon board setup.
Backgammon board setup with a checker on the bar. End of the game : The bearing off. The doubling cube is a specific game piece that can be used at any point in the game to increase the stakes.
Before a player begins their next turn by rolling the dice, they can propose to increase the current stakes of the game.
If a player accepts a double, then they own the cube. They are then the only player able to offer the next double.
There is not a 6 side on the doubling die and it has been corrected to reflects so in the rules. Source :www. You are always moving your pieces towards your home board.
The checkers can move only to an open point, meaning that the point is NOT occupied by TWO or more of your opponents pieces.
Source :usbgf. Doubles: If you roll doubles you get to move double the amount. For example. So essentially instead of moving 2 pieces 2 space each you get to move 4 pieces 2 spaces each.
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.The main principle of the backgammon rules. Backgammon is basically a race game between two players. Each player has 15 checkers (or men) that he needs to bring home faster than his opponent. The checkers move on a board composed of 24 triangles, also known as point. 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. Backgammon Rules Setup 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. 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. Backgammon Rules is designed to help people who are interested in backgammon. If you completely discover this game, I explain all the rules plain and simple. If you are already familiar with the game, I bring you a new perspective on the different tactics and strategies to improve.