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Backgammon

Bgammon Strategy

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BACKGAMMON RULES      BACKGAMMON STRATEGY

Backgammon Board
A backgammon board is divided into four quadrants. Each quadrant consists of six triangles known as points. The first quadrant is your home board and the points are numbered from 1 to 6. Together, the second and third quadrants form the outfield. This is divided into your outfield, points 7 to 12, and your opponent's outfield, points 13 to 18. Finally, the last quadrant is your opponent's home board and the points are numbered from 19 to 24.

The home boards are separated from the outfields by a partition called the bar. This is where checkers are placed after they are hit. This corresponds to point number 25 for the player who is hit.

Starting positions
Each player has five checkers on his six-point, three checkers on his eight-point, five checkers on his midpoint, and two checkers on his 24-point.

Goal of the game
The goal of the game is for each player to move all 15 of his checkers into his home board and then bear them off. The first player to borne off all his checkers, wins the game.

Rolling the Dice
At the start of the game each player rolls one die. The player with the highest number can move first. He has to use the number he rolled and the number his opponent rolled to make his first checker play. If both players roll the same die, they must roll another die to determine the opening roll.
As each player's turn comes around, he rolls two dice. For each number shown on the dice he can move one checker. If both numbers are identical the roll is called a doublet. The player can then move up to four checkers.

Moving the checkers
After rolling the dice, the following rules determine how the checkers may be moved:

The roll of the dice indicates how many points each checker can be moved.
A checker can only be moved forward, from a higher numbered point to a lower numbered point.

A checker can be moved to a given point only if:

- There is no other checker on this point.
- The point is already occupied by the players own checker(s)
- There is only one checker occupying the point, and it's owned by the opponent.
- The numbers of the dice constitute separate moves. For example suppose the player rolls 3 and 1. Then he can move one checker by 3 points and another one by 1 point However, he may also move the same checker by 4 points if he can legally move the checker first by 1 point followed by 3 points or first by 3 points followed by 1 point.
- A player must use both numbers of a roll or all four numbers of a doublet if this is possible. If only one number can be played the player has to play it. If either of the numbers can be played individually but not both numbers together then he has to play the higher number.


Hitting
If a player can move one of his checkers to a point where there is a single enemy blot, then he can hit the opponent's checker. The hit checker is placed on the bar. From a racing point of view, a checker on the bar corresponds to the point furthest away from the home board.

Entering from the bar
When a player has checkers on the bar he must move these checkers first. A player may not make any other move before he has brought his checkers on the bar back into play. A checker can be brought back into play by moving to an open point on the opponent's home board. Re-entry can be made on the points corresponding to the rolled dice. If a player can’t re-enter from the bar because the corresponding points are wholly owned by the opponent, then he must pass his turn.

Taking checkers off the board
Once a player has brought all 15 of his checkers into his home board, he can start bearing them off. A checker can be borne off in the following ways:

- The player may bear off a checker from the point corresponding to the rolled die.
- If there is no checker on the corresponding point he must make a move from a higher numbered point. If there are no more checkers on higher numbered points he may bear off a checker from the highest numbered point where there is still a checker.
- If he has an alternative, a player is never obligated to bear a checker off.
- Once a checker has been borne off it cannot be brought back into play.


End of the game
At the end of the game a player wins either by being the first to bear off all 15 of his checkers, or because their opponent refuses to take a double offered by the player. There are three different kinds of winning conclusions:

Single win
If the loser managed to bear off at least one checker then the winner wins a single win.

Gammon win.
If the loser did not have the time to bear off any checker the winner wins a gammon corresponding to a double win.

Backgammon win.
If the loser did not have the time to bear off any checker and has still at least one checker in the opponent's home board or on the bar then the winner wins a backgammon corresponding to a triple win.

ADVANCED

Doubling
Backgammon can be played as a series of games, with players competing to reach a certain number of points to win. It can also be played as a fixed number of games, and the player who has the most points at the end wins.

Each game starts with a value of one point. The doubling cube is placed in the middle of the bar and is not controlled by either player.If a player feels they have an advantage, they can offer a double prior to rolling the dice.

His opponent can choose to turn down the offer, but will lose the game by doing so.If the opponent accepts the offer, the value of the game doubles from 1 to 2, or 2 to 4, etc. When a player accepts a double, they take control of the doubling cube, and become the only player who can make the next double offer.

Jacoby Rule
The Jacoby Rule states that a gammon or a backgammon can only be scored if the cube has been turned by a player and taken by his opponent.
The purpose is to avoid late doubling where a player might suddenly find he can win a gammon because of a great roll, and thus seek to win 2 points with an undoubled gammon.
With the Jacoby rule, the player leading needs to consider doubling before it becomes clear that a gammon threat exists.
An opponent should always have the chance to lose just one point per game, and if gammoned, to lose 4 points. This higher price helps avoid foolish moves with a minor chance of winning.

Beaver
If a player doubles and his opponent thinks he is the favorite in the game if holding the cube he may double an extra value of the cube as he takes. By doing so, he maintains ownership of the cube.
This is considered an additional double and his opponent has the option to either accept the higher price, or drop the game and lose the points from his doubled cube. The beaver rule is not used in match series.

Table Stakes
It can be quite interesting to play money games with table stakes. This means that players don't have an infinite amount of money to use. Instead, there is a set amount that each player has, and game play continues until only one player holds all the money.

Match Series
Match Series is the style of competition used at tournaments. The match winner is the first player to get a pre-set number of points. Each game is worth the value of the cube, multiplied by the type of win.
The final score is irrelevant, and the primary goal is to get at least the agreed number of points, and therefore win the match.
The Jacoby Rule and Beavers are not used in Match Series, however matches are usually played with the Crawford Rule.

The Crawford Rule
The Crawford Rule states that if your opponent reaches match-point (when he needs one more point to win the match), you are not allowed to use the doubling cube during the next game.


House rules
- Chatting at the tables and in the lobby is only permitted in English. Offensive or unsuitable language will not be tolerated. Chatting within the game rooms and at the tables among players is a social activity. Spam or advertising mails are not permitted in the chat feature.

- The decision of the Backgammon Management is final.

- Scheduled tournaments begin at a specific time. Please ensure that you are logged in on time. Sit & Go tournaments start as soon as the required number of players have taken their seats at the table.

- Different tournaments have different rules. You can find a copy of the rules for each tournament in the lobby and the respective tournament lobby. You are

- Unless otherwise stated, only tickets for other tournaments and not cash can be won in Satellite tournaments.
 
- Seating positions are generated randomly for all tournaments in order to guarantee a fair game.
 
- You are responsible for your own internet connection.”Backgammon” or its providers cannot accept any responsibility if you lose your connection to the server.

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