The object of the game is to be
the first to get all your
checkers off the board.
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Playing the Game
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Steps: |
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1. |
Set up the backgammon board (see
"How to Set Up a Backgammon
Board," under Related eHows).
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2. |
Sit opposite your opponent with
the board between you.
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3. |
Throw a single die to determine
who will get to move first. Roll
again if both players get the
same number. |
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4. |
Move first according to the roll
of the dice if you rolled the
higher number, but keep in mind
that you must use both dice to
determine your first move.
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5. |
Number points 1 through 24
starting with the point on the
upper right-hand corner farthest
away from you. |
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6. |
Move in a counterclockwise
direction, and notice your
opponent moving counterclockwise
also. |
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7. |
Move onto open points only; you
aren't allowed to move onto
points with two or more opposing
checkers. Move checkers
separately or in pairs.
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8. |
Move all the pips shown on the
dice. Play the larger number if
you can only use one of the two
numbers or as many of the
doubles. |
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9. |
Place your opponent's checker on
the bar when you hit a blot.
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10. |
Commence bearing off when you've
moved all of your checkers into
the home board quadrant.
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Tips: |
 |
Rolls of the dice don't count if
they land on a checker, land
outside of the board or don't
land flat. |
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If both dice come up with the
same number on any roll but the
first, the player gets doubles
and gets to move two times the
roll. Getting two sixes means
that the player gets four moves
of six. |
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Move any of the checkers you
wish, but your ultimate
objective is to get them all
into the home board.
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Doubling |
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Steps: |
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1. |
Rest the doubling cube on the
bar at the beginning of play.
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2. |
Propose to double the stake of
the game before you take a turn
if you think you're well enough
ahead to warrant it.
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3. |
Win the game if your opponent
forfeits the double.
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4. |
Continue playing if your
opponent accepts. |
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5. |
Be aware that your opponent may
redouble if the game situation
changes. |
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6. |
Note that a gammon doubles or a
backgammon triples the stake of
the cube. |
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Tips: |
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The player who declines the
double the first time loses one
point. The stakes are then
raised with subsequent
redoubles. If a player declines
a redouble, he loses two points.
If a player declines a third
redouble, he loses four points
and so on. |
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