Basic Backgammon Play

Backgammon is a game with simple rules, but one that can take years to master. It is a game that has a unique combination of skill and luck, such that even a novice could beat a world champion in one game. Of course over a series of games luck should "even out" and eventually the more skilful player should win ...... but not always!

Backgammon is also an ancient game. Gaming boards and tokens similar to, if not the same as, modern day backgammon boards have been found to date back thousands of years before Christ. Backgammon boards have been found in Tutankhamen’s tomb in the Nile Valley and some from Enkomi in Cyprus dated back to l500 BC

EQUIPMENT

The equipment consists of -

1. 2 sets of checkers – 15 black & 15 white (or two contrasting colours)

2. 2 dice cups and 2 pairs of dice

3. Doubling Cube

4. Board

THE BOARD

Shown at left is a diagram of the board, showing the normal setup for tournament play. The board has 4 sections - a home and an outer board for each player. Note how each section has 6 triangular shaped spaces. We call these spaces "points".

This is one way of setting up the board.

The board can also be set up as if the board was turned upside down, so that the "back" checkers run in the opposite direction. In the event of any disagreement over colour and direction, players should roll separately to decide these at the start of play.

 

 

 

OBJECT AND PLAY OF GAME

The OBJECT of the game is to move your checkers into your home board and once moving all checkers there, to "bear" them off. The first person to bear off all checkers wins.

Starting

Using the starting position shown above (or the mirror image), each player rolls one die. The player rolling the highest number moves first, using the combination shown on both dice. If numbers are the same they throw again. After this initial throw, players throw alternatively.

Let's say a 5-2 is thrown. You move two-five or five-two. This means you move one checker 5 points and a second checker 2 points. Or you can move one checker all 7 points. If only one or the other dice can be played, then the higher value must be played.

Points

A player can move to a point only when there are no more than one of the opponent’s checkers on the point. Where a player has at least two checkers on a point then they "own" that point.

If there is only one of the opponent’s checkers on a point (a "blot") the player can hit it. The checker that has been hit is returned to the bar and must re-enter on an unoccupied space in the opponent's home board.

Moving

A very important point to note is that where the opponent owns a point, that is, has at least two checkers on the point, the player making a move may count over them BUT the points owned by an opponent cannot be used to "touch down" during the count. For example, your opponent makes the "bar point" with the opening play (see illustration above for description of bar point). You roll a 6-5; you cannot move either of the back checkers as both the points 5 and 6 away from them are owned by the opposition.

To summarise - when moving you can land on:

1. An open space.

2. A point where you have 1 or more checkers.

3. A point where the opponent has only 1 checker.

BUT NOT on a point where the opponent has 2 or more checkers.

Being Hit

If a blot is hit it is taken off the board and sent to the bar you cannot play until you get the hit checker back into play. You are required to re-enter on your opponent's home board. To re-enter you must throw a number of a space on the opponent's home board that does not have 2 or more checkers.

The only points on which you can re-enter are:

Obviously if your opponent has all points on his home board you cannot re-enter.

Doubles

If doubles are thrown, that is 6-6, 5-5, 4-4 etc, the player doubles the value of the dice in moves. Let’s say you have thrown 2-2. This means that:

The End

The object of the game is to pick up all checkers before your opponent, but you can’t bear them off until you have moved them all into your home board.

Remember that you have 6 points in your home board. Let us say you throw 6-2. You must play a 2 and a 6. This can be achieved by taking a checker off the 6-point and one off the 2-point OR by playing a two from the 6-point and the 6 from the 4, 5 or 6-point. If you don't have a checker on the 6-point you take one off next highest number. If you have nothing on the 2 point you can move any checker towards the l point.

Doubles are played as normal; that is, if you roll 6-6 bearing off, then you pick up 4 checkers from the highest points – even if that means leaving a blot (or two!).

You don't have to bear off checkers if you wish to move within your home board.

If hit while bearing off, you must re-enter on the opponent's home board - and this is the reason why you might not want to bear off checkers. Your opponent might have been hit and is waiting to re-enter so you don't want to expose any point with a single man on it.

Standard Moves

There are some standard moves, especially first moves, eg. 3-1, 6-1, 6-5, 4-2, 5-3 etc. You will learn these through experience, being shown or reading about them.

Doubling Cube

This cube is used to double the points for which you play. The cube has the numbers 2, 4, 8, 16, 32 and 64. At the start of the game the cube is in the middle of the board, and has the 64-face up (as the first double is to 2, this starting position is the same as 1). No-one "owns" the cube at the start of the game.

During the course of the game you might achieve an advantage and it looks as if you'll win. You can offer the doubling cube to your opponent with a value of 2. The cube may only be offered before it is your turn to roll.

If the opponent accepts the double, the cube is transferred to that person’s side of the board, and they then "own" the cube.

If the opponent refuses the doubling cube, they forfeit the game for the value of the cube before the offer was made; that is at the first double the game opponent would lose the one point at which the game started. The person accepting the double has control of the cube and can then redouble, so it is important to be careful about doubling.

Doubles early in the game can easily be taken because the game has its ups and downs.

This is a simple explanation of how to play backgammon. A lot of issues have not been mentioned, eg. odds, different styles and types of games, etc. Much more could have been said about the doubling cube.

Backgammon in Canberra

Backgammon ACT meets every Monday night in the Bistro at The Civic Hotel in Lonsdale Street, Braddon, commencing at 7:30pm.

Instruction for beginners is conducted, and you are free to ask questions. The more you talk about, and observe, the quicker you'll learn.

As a special offer for new players, the first tournament entry at ACT Backgammon is free. Each tournament entry after that (until a reasonable standard is attained) you will get a free buy-back (when available – free entries cannot be accumulated).