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Backgammon
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Rules
Paths of movement for red and black, with checkers in the starting position
Paths of movement for red and black, with checkers in the starting position
The objective is to move all of one's own checkers past those of one's opponent and then remove them from the board. The checkers are scattered at first and may be blocked or hit by the opponent. As the playing time for each individual game is short, it is often played in matches, where victory is awarded to the first player to reach a certain number of points.
"Setup"
Each side of the board has a track of 12 long triangles, called points. The points are considered to be connected across one edge of the board, forming a continuous track in the shape of a horseshoe, and are numbered from 1 to 24. Each player begins with two checkers on his 24-point, three checkers on his 8-point, and five checkers each on his 13-point and his 6-point. The two players move their checkers in opposing directions, each from his own 24-point towards his 1-point.
Points 1 through 6 are called the home board or inner board, and points 7 through 12 are called the outer board. The 7-point is referred to as the bar point, and the 13-point as the mid point. |
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Movement
To start the game, each player rolls one die, and the player with the higher number moves first using both the numbers shown. Both dice must land completely flat on the right hand side of the gameboard. The players then alternate turns, rolling two dice at the beginning of each turn.
After rolling the dice a player must, if possible, move his checkers according to the number of pips shown on each die. For example, if the player rolls a 6 and a 3 (noted as "6-3"), that player must move one checker six points forward, and another checker three points forward. The same checker may be moved twice as long as the two moves are distinct: six and then three, or three and then six, but not all nine at once. If a player rolls two of the same number, called doubles, that player must play each die twice. For example, upon rolling a 5-5 that player must move four checkers forward five spaces each. It can sometimes happen that a player can not play his entire roll, in which case as much of the roll as possible must be used. For example if a player rolls 6-3 and can only move a 6 or a 3, the 6 being the bigger number must be moved; if it is possible to move the 3 but not the 6 then the 3 is played. |
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Acey-Deucey
Acey-deucey: The roll of 1 and 2 (acey-deucey) lets you have a free a double of your choice:
* First you play the 1 and 2 in the normal way.
* Then you name any roll of doubles you wish and play it accordingly.
That is, you play the number rolled four times, then play the complement number four times, and then roll again.
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Doubling cube
To speed up match play and to provide an added dimension for strategy, a doubling cube is normally used. The doubling cube is a six-sided die marked with the numbers 2, 4, 8, 16, 32, and 64. Before rolling the dice on his turn, a player may propose that the game be played for twice the current stakes. His opponent must either accept the doubled stakes or resign the game immediately. Thereafter, the right to redouble belongs exclusively to the player who last accepted a double. Whenever a player accepts doubled stakes, the cube is placed with the corresponding power of two facing upward. |
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