Figure 1. A board with the checkers in their initial position. An alternate arrangement is the reverse of the one shown here, with the home board on the left and the outer board on the right. Object of the Game. The object of the game is move all your checkers into your own home board and then bear them off. The first player to bear off all of their checkers wins the game.
Figure 2. Direction of movement of White's checkers. Red's checkers move in the opposite direction. Movement of the Checkers. To start the game, each player throws a single die. This determines both the player to go first and the numbers to be played. If equal numbers come up, then both players roll again until they roll different numbers. The player throwing the higher number now moves his checkers according to the numbers showing on both dice. After the first roll, the players throw two dice and alternate turns.
The roll of the dice indicates how many points, or pips , the player is to move his checkers. 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. 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. The player who starts is chosen randomly at the beginning of each game. At the beginning of his turn, the player rolls 2 dice. He can then move his checkers according to the rules below.
Note: Doubles thrown on the first roll are discarded and the dice re-rolled. The picture below shows the way the checkers move around the board. Note: The 2 players move in opposite direction. Click the image to see the final position It can move one of the 2 back man using the 4 not using the 5 first as the point is occupied by more than 2 opponent men.
It can then continue moving this same checker using the 5 as shown below or move another one. Click the image to see the final position Another choice is the move 2 checkers from the 13th point as shown below. Some restrictions apply to the moves: If both dice can be played, the player must do so. If only one of the die can be played, the player must play the highest one if it's possible.
When a player rolls a double both dice having the same value , the player must move 4 times. Click the image to see the final position For example Red rolls it can move as shown. Click the image to see the final position When a checker moves on a point occupied by only one opponent checker, this checker is hit and moves on the central bar.
Click the image to see the final position A player with checkers on the bar must enter them 1st before moving any other checkers. To enter a checker move it like if it was right outside the board. For instance Black rolls 41 and enter his checker from the bar using the 4 to the 21 point.
Click the image to see the final position When ALL of a player's checkers are on his last 6 points, he can bear off. To bear off, you have to reach an imaginary point located just outside of the board. To bear off one man, you need the exact dice to just remove it. This means that to bear off a man on the 3 point, you need to roll a 3. The farthest men can always bear-off, even if the dice is greater than the checker position.
In the position below, if white rolls a 6, it can bear off the checker from the 5 point. Usually, the player who bears off all his men first, wins 1 point. You can win more on some occasions: If the opponent did not bear off a single man, the player wins a Gammon and 2 points. Brain Games. The basic setup for a game of backgammon. Five checkers on your 6-point Three checkers on your 8-point Five checkers on your point Two checkers on your point.
Cite This! Print Citation. Try Our Crossword Puzzle! What Is the Missing Number? Try Our Sudoku Puzzles! More Awesome Stuff.
0コメント