How to Play Backgammon
The object of the game is to be the first to get all your checkers off the board.
- Difficulty:
- Moderate
Instructions
Things You'll Need
- Doubling Cubes
- 4 Dice
- Backgammon Checkers
- Backgammon Sets
- Dice Cups
- Backgammon CD-ROMs
-
Playing the Game
-
1
Set up the backgammon board (see "How to Set Up a Backgammon Board," under Related eHows).
-
2
Sit opposite your opponent with the board between you.
-
3
Throw a single die to determine who will get to move first. Roll again if both players get the same number.
-
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.
-
5
Number points 1 through 24 starting with the point on the upper right-hand corner farthest away from you.
-
6
Move in a counterclockwise direction, and notice your opponent moving counterclockwise also.
-
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.
-
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.
-
9
Place your opponent's checker on the bar when you hit a blot.
-
10
Commence bearing off when you've moved all of your checkers into the home board quadrant.
Doubling
-
1
Rest the doubling cube on the bar at the beginning of play.
-
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.
-
3
Win the game if your opponent forfeits the double.
-
4
Continue playing if your opponent accepts.
-
5
Be aware that your opponent may redouble if the game situation changes.
-
6
Note that a gammon doubles or a backgammon triples the stake of the cube.
-
1
Tips & Warnings
Rolls of the dice don't count if they land on a checker, land outside of the board or don't land flat.
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.
Move any of the checkers you wish, but your ultimate objective is to get them all into the home board.
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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Comments
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paigey240
Apr 19, 2009
What could i use if i do not have a doubler dice? -
paigey240
Apr 19, 2009
What could i use if i do not have a doubler dice?