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Backgammon Rules

All the backgammon rules, from the object of the game to backgammon doubling cube rule, bearing off, crawford rule and the rule of hitting and entering.

Playing backgammon for fun (virtual) money

Play and practice backgammon for fun and enhance your game skill.

Series (match play) and single (money game)

When playing a live match, there are two types of game modes:

Series (Match play) - a series of backgammon games between two players. It ends when one player wins by accumulating the agreed and set number of points. For each game, the number of points won is the doubling cube value multiplied by the win type (winning by a gammon is worth 2 points, winning by a backgammon is worth 3 points).

Single game - the normal style of competition, in which each backgammon game is played independently. For each game, the loser pays the winner the agreed initial sum multiplied by the value of the doubling cube and further multiplied by the winning type (two for a gammon or three for a backgammon).

Timers in the game

There are two types of timers:

Move timer - this timer displays the time you have left to make a move. It is reset after each move.

Global timer - this timer starts ticking only after the move timer expires. The global timer is set for the entire game.

Disconnections and resuming games

If you get disconnected, you will have to reconnect and resume the game until your global timer expires. To do so, simply log in again and the disconnected game will be resumed automatically for you.
If you do not return or if you get disconnected 3 times in one game, you will automatically loose the game.

Object of the game

The object of the backgammon game is for each player to bring all his or her checkers into his or her home board, and then to bear them off the board. The first player to clear all his or her checkers off the board is the winner.

Moving checkers

Moving backgammon checkers is determined by the rolled dice and followed by these rules:

The checkers movement is always forward.A player can move his checker only to an open point with one or no opposing checkers.
Each die indicates a separate move.
A player who gets doubles plays the numbers shown on the dice twice.Moving the checkers in accordance to the roll of dice has to be done unless it's impossible.
(A player can not move his checker in accordance to only one dice).

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 the checker, which was on it, is placed on the bar. Anytime a player has one or more checkers on the bar, his or her first obligation is to enter those checkers into the opponent's 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 or she may enter a checker onto either the opponents' four point or six point, as long as the prospective point is not occupied by two or more of the opponents' checkers. If neither of the points is open, the player loses his or her turn. If a player is able to enter some but not all of his or her checkers, he or she must enter as many as possible and then forfeit the remainder of the turn. After the last of a players' checkers have been entered, any unused numbers on the dice must be played.

Bearing off

Once a player has moved all of his or her fifteen checkers into his or her home board, he or she can begin bearing off. A player bears off a checker by rolling a number that corresponds to the point, on which the checker resides, and removing that stone from the board. 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 the higher numbered points, the player can remove a stone from the next highest point. A player is under no obligation to bear off if he can make an otherwise legal move. A player must have all of his or her active checkers inside the home board to bear off. If a checker is hit during the bear-off process, the player must bring that checker back to his or her home board before continuing to bear off.

Gammons and backgammons

At the end of the game, if the losing player has bourne off at least one checker, he loses only the value showing on the doubling cube (the original wager or one point if there have been no doubles). However, if the loser has not bourne off any of his checkers, he or she is gammoned and loses twice the value of the doubling cube. Moreover, if the loser has not bourne off any of his or her checkers and still has a checker on the bar or in the winners' home board, he or she is backgammoned and loses three times the value of the doubling cube.

The doubling cube

Backgammon is played for an agreed wager (or number of points in the tournament play). During the course of the game, a player, who feels he or she has a sufficient advantage, may propose doubling the game sum. He or she may do so only at the start of the turn and before the dice are rolled. A player, who is offered a double, may refuse. In such case, he concedes the game and pays the original wager. Otherwise, he must accept the double and keep playing for the new higher sum. A player, who accepts a double, becomes the owner of the cube and only that player may make the next double. Subsequent doubles in the same game are called redoubles. If a player refuses a redouble, he must pay the wager that was at the sum involved prior to the redouble. Otherwise, he becomes the new owner of the cube and the game continues at twice the previous sum involved. Redoubles can increase the original wager by up to 64 times.

Beavers

This is an optional rule in single mode, in which when a player is doubled, he or she may immediately redouble (beaver) while retaining possession of the doubling cube. The original doubler has the option of accepting or refusing, just like with a normal double.

Crawford rule

Crawford rule makes the doubling cube unavailable for a specific game in a series of matches (a.k.a. match play), if one player is one point below the goal.

Example: suppose, two players play a match up to 7. If the score is 6-2, then for the next game the doubling cube will not be available.
However, if the game is won by the player who is behind, the score would be 6-3 and on the next game the doubling cube would be available.

Backgammon tournaments

A backgammon tournament is a competition which involves a relatively large number of competitors. Backgammon tournaments contain multiple matches, each involving a subset of competitors. The overall backgammon tournament winner will be determined based on the combined results of those individual matches.

Restricted activities

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  • You may not harass other participants, or post objectionable material, such as using any offensive and/or racial language and/or sending rapid messages in an attempt to break your opponent's concentration and therefore, ruin his or her playing ability. The solicitation of sexual content of any kind will result in immediate blocking of all access to our services.

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  • You may not disconnect on purpose while in a game or allow the global timer to run out.


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