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Backgammon
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=== Movement === [[File:Backgammon example.ogv|thumb|250px|Video of a backgammon game, showing movement around the board, entering from the bar, formation of primes, use of the doubling cube and bearing off]] To start the game, each player rolls one die, and the player with the higher number moves first using the numbers shown on both dice. If the players roll the same number, they must roll again until they roll different numbers.<ref>{{cite web|title=Rules of Backgammon|publisher=Backgammon Galore!|url=https://www.bkgm.com/rules.html|quote=To start the game, each player throws a single die. This determines both the player to go first and the numbers to be played.}}</ref> Both dice must land completely flat on the right-hand side of the gameboard. The players then take alternate turns, rolling two dice at the beginning of each turn.<ref name="robertie-winners"/><ref name="hoyle"/> After rolling the dice, players must, if possible, move their pieces according to the number shown on each die. For example, if the player rolls a 6 and a 3 (denoted as "6-3"), the player must move one checker six points forward, and another or the same checker three points forward. The same checker may be moved twice, as long as the two moves can be made separately and legally: six and then three, or three and then six. If a player rolls two of the same number, called doubles, that player must play each die twice. For example, a roll of 5-5 allows the player to make four moves of five spaces each. On any roll, a player must move according to the numbers on both dice if it is at all possible to do so. If one or both numbers do not allow a legal move, the player forfeits that portion of the roll and the turn ends. If moves can be made according to either one die or the other, but not both, the higher number must be used. If one die is unable to be moved, but such a move is made possible by the moving of the other die, that move is compulsory. In the course of a move, a checker may land on any point that is unoccupied or is occupied by one or more of the player's own checkers. It may also land on a point occupied by exactly one opposing checker, or "[[blot (tables game)|blot]]". In this case, the blot has been "hit" and is placed in the middle of the board on the bar that divides the two sides of the playing surface. A checker may never land on a point occupied by two or more opposing checkers; thus, no point is ever occupied by checkers from both players simultaneously.<ref name="robertie-winners"/><ref name="hoyle"/> There is no limit to the number of checkers that can occupy a point or the bar at any given time. Checkers placed on the bar must re-enter the game through the opponent's home board before any other move can be made. A roll of 1 allows the checker to enter on the 24-point (opponent's 1), a roll of 2 on the 23-point (opponent's 2), and so forth, up to a roll of 6 allowing entry on the 19-point (opponent's 6). Checkers may not enter on a point occupied by two or more opposing checkers. Checkers can enter on unoccupied points, or on points occupied by a single opposing checker; in the latter case, the single checker is hit and placed on the bar. A player may not move any other checkers until all checkers belonging to that player on the bar have re-entered the board.<ref name="robertie-winners"/><ref name="hoyle"/> If a player has checkers on the bar, but rolls a combination that does not allow any of those checkers to re-enter, the player does not move. If the opponent's home board is completely "closed" (i.e. all six points are each occupied by two or more checkers), there is no roll that will allow a player to enter a checker from the bar, and that player stops rolling and playing until at least one point becomes open (occupied by one or zero checkers) due to the opponent's moves. A turn ends only when the player has removed his or her dice from the board. Prior to this moment, a move can be undone and replayed an unlimited number of times.
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