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Motif : Motif Backgammon . Motif Rules . Motif Download . BG Room Review |
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Motif Rules |
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Backgammon is a simple game with deep strategic elements. It does not take
long to learn to play, although obscure situations do arise which require
careful interpretation of the rules. The playing time for each individual
game is short, so it is often played in matches, for example the first to
five points. Game and match are used in Backgammon to refer to these
distinct elements, as in, "I won two games in a row, but then she won
three in a row and I lost the match, three points to two." |
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Points one to six, where the player wants to get his pieces to, are called the home board or inner board. A player may not bear off any checkers unless all of his checkers are in his home board. Points seven to twelve are called the outer board, points thirteen to eighteen are the opponent's outer board, and points nineteen to twenty-four are the opponent's home board. The 7-point is often referred to as the bar point and the 13-point as the mid point. At the start of the game, each player rolls one die. Whoever rolls higher starts his first turn using the numbers on the already-rolled dice. In case of a tie, the players roll again. The players alternate turns and roll two dice at the beginning of each turn after the first. After rolling the dice a player must, if possible, move checkers the number of points showing on each die. For example, if he rolls a 6 and a 3, he must move one checker six points forward and another one three points forward. The dice may be played in either order. The same checker may be moved twice as long as the two moves are distinct: six and then three, or three and then six, but not nine all at once. If a player has no legal moves after rolling the dice, because all of the points to which he might move are occupied by two or more enemy checkers, he forfeits his turn. However, a player must play both dice if it is possible. If he has a legal move for one die only, he must make that move and then forfeit the use of the other die. (If he has a legal move for either die, but not both, he must play the higher number.) If a player rolls two of the same number (doubles) he must play each die twice. For example, upon rolling a 5 and a 5, he must play four checkers forward five spaces each. As before, a checker may be moved multiple times as long as the moves are distinct. |
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A checker may land on any point occupied by no checkers or by friendly checkers. Also it may land on a point occupied by exactly one enemy checker (a lone piece is called a blot). In the latter case the blot has been hit, and is temporarily placed in the middle of the board on the bar, i.e., the divider between the home boards and the outfields. A checker may never land on a point occupied by two or more enemy checkers. Thus no point is ever occupied by checkers from both players at the same time. Checkers on the bar re-enter the game through the opponent's home
field. A roll of 1 allows the checker to enter on the 24-point, a roll of
2 on the 23-point, etc. A player with one or more checkers on the bar may
not move any other checkers until all of the checkers on the bar have
re-entered the opponent's home field. |
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A checker borne off from a lower point than indicated on the
die still counts as the full die. For instance, suppose a player has only
one checker on his 2-point and two checkers on his 1-point. Then on
rolling 1-2, he may move the checker from the 2-point to the 1-point
(using the 1 rolled), and then bear off from the 1-point (using the 2
rolled). He is not required to maximize the use of his rolled 2 by bearing
off from the 2-point. |
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