Online Backgammon Rules, Game Rule
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Just like real backgammon, Online Backgammon is a game for two players. The game is played on a board that consists of 24 long and narrow triangles which are called ‘points’. Each player has his own pair of dice. A doubling cube, with the numerals 2, 4, 8, 16, 32 and 64 on its faces is used to keep track of the current stake of the game and increase it with each X2 multiplication of the cube respectively.
Starting the game
At the start of the game, two of each player’s checkers are positioned on the 24 points; 5 on the 13th point, 3 on the 8th point, and 5 on the 6th point in the player's home board.
Before the game starts begins Party Backgammon's systems will randomly roll the dice for one each player. The player with the higher number will make the first move, which will be according to the combination of his and his opponent’s dice throw results. In case of a tie, Party Backgammon's systems will roll the dice again until one of the players gets a higher score.
If possible, a player has to move his checkers according to the number of points shown on each die. So, if a six and a nine are rolled, two separate moves must be made, corresponding to the pips of the dice. The player may move two checkers, or may choose to move only one by combining both numbers. Players alternate turns after each roll.
Online Backgammon Moving the Chackers
To start a backgammon game each player throws a single die. This determines both the player to go first and the numbers to be played. Both players will roll again a tie comes up. The player throwing the higher number will move his checkers based on the numbers of both dice. After the first roll, the players throw two dice and alternate turns.
To move a checker either click and hold the checker and then place it in the desired location, or double-click and the highest checker will move first. Alternately, right click on a checker for it to move the lower number first. Each player must move his checkers forward onto points that his opponent has not already occupied with two or more checkers.
The player must indicate he has finished his turn by clicking on the 'Done' button or on the dice. If a player rolls the same number on both dice then the roll is called a 'Doublet' and each number must be played twice. Once again, all moves are separate. For example, a player who rolls 3-3 has to play 4 moves of 3 spaces, with between 1 to 4 checkers.
Moving Checkers
A checker can land on any empty point (open point). It can also land on any point occupied by a player's own checkers. A checker can not land on a point occupied by 2 or more of his opponent's checkers.
If a player has no legal moves after rolling the dice because all of the points to which he might move are occupied by 2 or more of the opponent's checkers, he forfeits a turn. If a player has a legal move for one die only, he must make that move and then forfeit the use of the other die. If the player has a legal move for either die, but not both, he must play the higher number.
The player must indicate he has finished their turn by clicking the 'Done' button or by clicking on the dice.
Backgammon Bar
The middle strip that divides the inner and outer boards makes up the backgammon bar. When your checker is placed on the bar, it stays out of play until it’s entered in your opponent’s inner board. You can re-enter your checker from the bar if the numbers shown on the dice correspond to a point not occupied by 2 or more of your opponent’s checkers.
Hitting and EnteringCheckers Backgammon
Two or more checkers of one color on a point own that point. A single checker is known as a 'blot'. If one of the opponent's checkers lands on a blot, the blot is considered 'hit', and is placed on the bar. That checker is out of play until it is re-introduced into the game.
Re-entering Backgammon Checkers
If a player has checkers on the bar, he can't move any other checker before re-entering all his checkers on the bar.
If you have one or more checkers on the bar, all of these must be re-entered to the board before you can move your other checkers. If you have any unused numbers on the dice after re-entering your checkers, these will be used to move your checkers on the board if there are any legal moves.
In case you are unable to enter because the points indicated by the dice, your turn is forfeited and goes to your opponent.
Any checkers on the bar must be re-introduced into the game before any other moves are made. The checker or checkers must be entered on empty points or blots in their opponent's home board, according to a throw of the dice. If there are no empty points, the player must forfeit his turn.
After the last of a player's checkers have re-entered the game, he must play the rest of the numbers shown on the dice if there are any legal moves.
Scoring and doubling
Online Backgammon is played for an agreed stake per point. Each game starts at 1 point.
If a player is confident of a win, he can use the doubling cube to increase the bet. This must only be done before the player rolls the dice. The doubling cube's faces are numbered 2, 4, 8, 16, 32 and 64.
If the second player declines the doubling of the stakes he instantly loses the game and loses a point. If the second player accepts the doubling of the stakes he then takes control of the cube, meaning that now he ha the right to further increase the stakes.
Subsequent doublings of the stake are known as redoubles. If a player rejects a redouble, then they lose the game by the amount of points shown on the doubling cube. Alternatively, the player who accepts the bet increase takes hold of the doubling cube.
The winner in Backgammon
The first player to get all his checkers off the board wins. The loser either loses by a single point or by the number of points shown on the doubling cube.
The loser loses twice the stake if he has not moved a single checker off the board by the end of the game. This is known as a 'Gammon'. If the loser still has checkers on the bar or in the winner's home board, he loses triple the stake. This is known as a 'Backgammon’.