Ablehnen des Eröffnungswurfes – California Rule[Bearbeiten | Quelltext bearbeiten]. Diese. Hamilton, Robert, Backgammon, Rules of the Game, Photo vorhanden. Goren Norfolk, Tim, Backgammon, Rules, Strategy, Winning Play, Photo. Welcome to Backgammon - Lord of the Board - If you LOVE playing online Backgammon with friends then you have come to the right place! Even if you are a.
BackgammonWelcome to Backgammon - Lord of the Board - If you LOVE playing online Backgammon with friends then you have come to the right place! Even if you are a. The opponent selects a die—then the roller—then the opponent—with the roller then taking the last one. For the opening throw, each player throws a single die. Every tie requires another opening throw. Whoever throws the higher number wins, and for his first move plays the numbers upon both dice. Backgammon rules in German. Backgammon ist ein Spiel für zwei Spieler, das auf einem Brett gespielt wird, das aus vierundzwanzig länglichen Dreiecken.
Rules Of Backgammon Learn to Play the Ancient Game of Backgammon VideoRules of Backgammon the Game
For example, if a player rolls 5 and 3, he may move one checker five spaces to an open point and another checker three spaces to an open point, or he may move the one checker a total of eight spaces to an open point, but only if the intermediate point either three or five spaces from the starting point is also open.
Figure 3. Two ways that White can play a roll of. Hitting and Entering. A point occupied by a single checker of either color is called a blot.
If an opposing checker lands on a blot, the blot is hit and placed on the bar. Any time a player has one or more checkers on the bar, his first obligation is to enter those checker s into the opposing home board.
A checker is entered by moving it to an open point corresponding to one of the numbers on the rolled dice.
For example, if a player rolls 4 and 6, he may enter a checker onto either the opponent's four point or six point, so long as the prospective point is not occupied by two or more of the opponent's checkers.
Figure 4. If White rolls with a checker on the bar, he must enter the checker onto Red's four point since Red's six point is not open.
If neither of the points is open, the player loses his turn. If a player is able to enter some but not all of his checkers, he must enter as many as he can and then forfeit the remainder of his turn.
After the last of a player's checkers has been entered, any unused numbers on the dice must be played, by moving either the checker that was entered or a different checker.
Bearing Off. Once a player has moved all of his fifteen checkers into his home board, he may commence bearing off.
A player bears off a checker by rolling a number that corresponds to the point on which the checker resides, and then removing that checker from the board.
Thus, rolling a 6 permits the player to remove a checker from the six point. If there is no checker on the point indicated by the roll, the player must make a legal move using a checker on a higher-numbered point.
If there are no checkers on higher-numbered points, the player is permitted and required to remove a checker from the highest point on which one of his checkers resides.
A player is under no obligation to bear off if he can make an otherwise legal move. Figure 5. To bear off you roll the dice and remove the associated checkers.
Now, if you roll a die that is higher than where your checker is on the board, i. The dice has to be higher than the highest point in order to do this.
The player that successfully removes all of their checkers from the home board first wins the game! If you are able to remove all 15 of your checkers before your opponent as borne off any of theirs then it is considered a gammon and the win is worth two points as opposed to one.
If you are able to bear off all 15 of your checkers before your opponent has the chance to bear any of theirs, and your opponent still has a checker on your home board then the win is considered a backgammon and is worth 3 points!
I have a question; Player A has all of his men in his home. A takes off a 5. Can A take off his 6 when ihe is blocked from going 6?
Not sure I understand your questions completely but hopefully this answer helps. Hi Andrew, I am not sure what you are referring to, could you be a bit more specific so I could fix the issue?
Hi, Anthony thank you for pointing out that error. The checkers are always moved forward, to a lower-numbered point.
The following rules apply: A checker may be moved only to an open point , one that is not occupied by two or more opposing checkers.
The numbers on the two dice constitute separate moves. For example, if a player rolls 5 and 3, he may move one checker five spaces to an open point and another checker three spaces to an open point, or he may move the one checker a total of eight spaces to an open point, but only if the intermediate point either three or five spaces from the starting point is also open.
Figure 3. Two ways that White can play a roll of. A player who rolls doubles plays the numbers shown on the dice twice.
A roll of 6 and 6 means that the player has four sixes to use, and he may move any combination of checkers he feels appropriate to complete this requirement.
A player must use both numbers of a roll if this is legally possible or all four numbers of a double.
When only one number can be played, the player must play that number. Or if either number can be played but not both, the player must play the larger one.
When neither number can be used, the player loses his turn. In the case of doubles, when all four numbers cannot be played, the player must play as many numbers as he can.
Hitting and Entering A point occupied by a single checker of either color is called a blot. If an opposing checker lands on a blot, the blot is hit and placed on the bar.
Any time a player has one or more checkers on the bar, his first obligation is to enter those checker s into the opposing home board.
A checker is entered by moving it to an open point corresponding to one of the numbers on the rolled dice. Figure 4. Figure 5. White rolls and bears off two checkers.
If a checker is hit during the bear-off process, the player must bring that checker back to his home board before continuing to bear off.
The first player to bear off all fifteen checkers wins the game. Doubling Backgammon is played for an agreed stake per point.
Each game starts at one point. During the course of the game, a player who feels he has a sufficient advantage may propose doubling the stakes.
He may do this only at the start of his own turn and before he has rolled the dice. A player who is offered a double may refuse , in which case he concedes the game and pays one point.
Otherwise, he must accept the double and play on for the new higher stakes. A player who accepts a double becomes the owner of the cube and only he may make the next double.
Subsequent doubles in the same game are called redoubles. If a player refuses a redouble, he must pay the number of points that were at stake prior to the redouble.
Otherwise, he becomes the new owner of the cube and the game continues at twice the previous stakes. There is no limit to the number of redoubles in a game.
Gammons and Backgammons At the end of the game, if the losing player has borne off at least one checker, he loses only the value showing on the doubling cube one point, if there have been no doubles.
However, if the loser has not borne off any of his checkers, he is gammoned and loses twice the value of the doubling cube.
Optional Rules The following optional rules are in widespread use. Automatic doubles. If identical numbers are thrown on the first roll, the stakes are doubled.
The doubling cube is turned to 2 and remains in the middle. Players usually agree to limit the number of automatic doubles to one per game.
When a player is doubled, he may immediately redouble beaver while retaining possession of the cube. The original doubler has the option of accepting or refusing as with a normal double.
The Jacoby Rule. Gammons and backgammons count only as a single game if neither player has offered a double during the course of the game.
This rule speeds up play by eliminating situations where a player avoids doubling so he can play on for a gammon.
Irregularities The dice must be rolled together and land flat on the surface of the right-hand section of the board. The player must reroll both dice if a die lands outside the right-hand board, or lands on a checker, or does not land flat.
A turn is completed when the player picks up his dice. Before getting started, of course, you'll need to set up a Backgammon board.
Each player rolls a single die. The player with the higher roll goes first; if there is a tie, the players roll again.
The result of this roll is also used by the first player to make the first move of the game, though some players prefer to have the first player roll his or her dice for the first roll.
On each turn, you first roll both dice. After rolling the dice, you move one or more checkers if a legal move is available. The number rolled on each die determines how many points you can move.
Each die constitutes a separate move. For example, if you roll a four and a one, you can move one checker four spaces to an open point and a different checker one space to an open point, or you can move one checker five spaces to an open point.
If you choose to use both dice for a single checker, an intermediate point in this example, either four spaces or one space from the starting point must be open.
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