Equipment
The game of Backgammon is played on a specially designed
board consisting of four tables of six thin triangles
or points on each table. The points start from the
edges of the board nearest the players and are directed
inwards so that they form two rows of 12 points opposite
each other. A bar bisects the board and the two tables
on one side are designated the "inner tables"
or "home tables", the others being referred
to as the "outer tables". Traditionally,
the inner tables should be positioned facing the greatest
light source. There are fifteen white disks, fifteen
black disks, two dice, two dice shakers and a doubling
cube. The doubling cube is a die having the numbers
2, 4, 8, 16, 32 and 64 inscribed upon its 6 faces.
Preparation and Objective
Each player attempts to move all his
pieces into the inner table nearest to him (his home
table) and once that is achieved, to move or "bear"
the pieces off the board. The first player to do this
wins. However, that is only half the story because
backgammon is not being played properly unless it
is being played for stakes. So the ultimate objective
of a Backgammon match is to win more stakes than the
opponent.
Starting
Pieces can only move in one direction - from the opponent's
inner table through the opponent's outer table, back
through the player's outer table and finishing in
the player's inner table. White pieces move in a clockwise
direction, Black moves in an anti-clockwise direction.
Since the inner tables point towards the light, it
should therefore be clear who sits where.
For the purposes of describing the
starting position, the points will be numbered1 to
12 on either side of the board starting with the first
square of the inner table and finishing with the last
square of the outer table. On Black's side, position
2 white pieces on point 1, 5 black pieces on square
6, 3 black pieces on square 8 and five white pieces
on square 12. White's side should mirror this arrangement
exactly.
Although Backgammon is played for stakes,
this does not necessarily mean money - one can use
counters, beans or one can just keep a score with
pen and paper. However, the gambling element can be
eliminated completely by following the normal rules
and merely ignoring the doubling cube and the stakes.
Normally, however, a stake is decided up front be
it monetary or otherwise.
To begin, each player rolls one die
each at the same time. If a double is rolled, then
the stake is doubled and both players roll again.
This is repeated until one player rolls a higher number
than the other. The player with the highest throw
then uses the dice throw from both players to take
the first turn and also chooses to play white or black
(and thus which side to sit).
Doubling and stakes
At any time after the first turn, either player can
offer to double the stakes prior to casting the dice.
Upon being presented with such an ultimatum, the other
player must choose either to forfeit the game and
the current stake or accept the offer.
Once the stake has been doubled once
in this way, only the player who accepted the most
recent offer to double the stake can offer to re-double
it. Whenever this happens, the other player either
forfeits the game or accepts the double and the opportunity
to offer the next double.
The doubling cube is used to record
the current amount of the stake.
Basic Play
Each turn consists of the opportunity to move counters
towards the player's inner table according to the
roll of the two dice. Unless a double is thrown, two
moves are allowed, one for each number on the dice.
When a double is thrown, four moves are allowed of
the number on the dice. Player's are not allowed to
pass on their moves - as many moves as possible must
be made each turn.
A point with two or more pieces of
the same colour on it is safe - the opponent cannot
land a piece on such a point..
A point hosting only one piece is called a "blot".
Such a piece is vulnerable - if the opponent lands
on this point the piece is captured and moved to the
bar (this means physically placed on the middle bar
dividing the board).
Captured pieces are re-entered on the furthest point
from the player's inner table. A throw of 1 allows
the piece to move from the bar to point one of the
opponent's inner table. A throw of 5 allows the piece
to enter at point 5 of the opponent's inner table.
If a player has one or more pieces on the bar, no
other pieces can be moved until all such pieces have
re-entered play. So if the dice throw and position
of enemy pieces prevents a player from re-entering
a piece onto the board from the bar, the player cannot
move any other piece and play passes to the opponent.
A point hosting two or more of the opponent's pieces
is said to be "blocked". If six points in
a row are blocked, the opponent is said to have formed
a "prime". This is a highly advantageous
achievement because a prime cannot be traversed by
an opponent but is completely free to be traversed
by the player who created it.
Bearing Off
Once all pieces are present in a player's inner table,
that player can start "bearing off". A throw
of 1 allows a player to bear off a piece from point
1 of his inner table, a throw of 2 allows a player
to bear off a piece from point 2 of his inner table
and so on. Pieces borne off are simply removed from
the board. Player's do not have to bear off - if available,
they can choose to move a piece within their inner
table instead. This is often done to pair up singlets
in order to prevent them from capture.
When a player rolls a number that is
higher than the highest point of the inner table upon
which that player has pieces, the player is allowed
to bear off the next highest piece. For example, with
a roll of double 5, if the player has a piece on point
5, two pieces on point 3, one piece on point 2 and
one piece on point 1, the player would bear off the
four highest placed pieces and be left with just one
piece on point 1.
If after starting to bear off, a player's
piece is captured, that piece must re-enter at the
other side of the board and bearing off cannot re-start
until all pieces are once again residing in the inner
table.
Finishing
The first player to bear off all pieces wins the game.
If the opponent has borne off at least
one piece, a single game is won and the current stake
is forfeited.
If the opponent has not borne off any pieces, this
is a "gammon" and worth double the current
stake.
If the opponent has a piece left on the bar or within
the opponent's inner table, this is a "backgammon"
and worth triple the current stake.
Dutch Backgammon
This is played in the same way as Backgammon with
only 2 differences:
All the pieces start off the board "in hand"
and all 15 must be entered on the opponent's inner
table before any can proceed further
A player cannot take an opponent's piece until at
least one of his pieces has been moved into his inner
(bearing) table.
Acey Deucey
This gambling game is popular with the US military
forces and is similar to Dutch Backgammon - the keynote
feature is that a throw of a 1 and a 2 is a special
throw called "acey deucey". It is played
in the same way as backgammon with the following rule
differences:
At the beginning, the player who starts also chooses
which table to enter and the opposing player must
enter on the opposite table and travel in the opposite
direction. This, of course, is a purely cosmetic modification
to the rules and does not affect the outcome of the
game at all.
All pieces start off the board "in hand".
It isn't necessary for all pieces to be entered before
any other piece can move. This applies at the beginning
and during the game.
A player throwing an acey deucey first moves a 1 and
a 2 in the normal way. Then the player chooses a double
from 1 to 6 and moves again, exactly as if that double
had been thrown. e.g. if the player selects double
five, that player makes 4 moves of 5 each. Finally,
the player is entitled to another throw of the dice,
effectively a new turn. However, if a player is not
able to move both the initial 1 and 2, then the turns
stops immediately and the double and the extra throw
are forfeited. Similarly, if all four moves that constitute
the double cannot be taken, the ensuing extra throw
is forfeited.
Doubling is not part of Acey Deucey and there is no
doubling cube. However, some people play that the
stake is doubled each time an acey-deucey is thrown.
Acey Deucey also has a different method to determine
the winnings each game. At the end of the game, the
losing player must pay the winning player the stake
times the number of pieces still remaining on the
board.