Backgammon Rules

Backgammon is the king of all mind games. The game’s history dates back to ancient Mesopotamia; in fact, through the ages, backgammon was the favorite pastime of emperors and noblemen in many different cultures.

A backgammon board consists of 24 triangles, with each point alternating in colour. Arranged in four groups of six (6), each player has an inner board and an outer board. The middle of the backgammon board is separated by the bar. Each player starts the game with 15 checkers; ultimately, the first player to remove, or bear off, their checkers from the board wins.

In the 1920s the doubling cube was introduced to backgammon, making the game even more exciting and demanding. The unique combination of skill and luck has always drawn new players to the game and it continues to do so today.

Gameday Poker – Backgammon Rules

At GamedayPoker, online backgammon is played to the same rules as traditional backgammon.

The game of backgammon consists of two players, each with 15 checkers, and a pair of dice. To begin a new game, a player will place their checkers at a specific starting position. As the player rolls the dice, their checkers will be moved across the board according to the number values.

The objective of the game is to bring all 15 checkers to the player’s home board; where they will bear them off. The player who removes all their checkers first wins the game.

During game play, a player is not permitted to leave the session before someone has won, or unless one player decides to resign. If a player loses connection and fails to return to the session on time, Gameday will settle the positions by charging the player who went offline a penalty.


Rolling the Dice

At the beginning of a game, each player rolls one die. The player with the higher value has the opportunity to move first. If both players roll the same number, the players must roll another die to determine the opening roll.

After establishing the play order, each player will then roll two dice at the beginning of their turn. Both dice values can be used to move a single checker, or two checkers can be moved separately.

If both numbers are identical, the roll is called a doublet. The player can then move up to four checkers as if four dice with identical values were rolled.


Moving the Checkers

Players move their checkers in opposite directions according to the following rules: - The roll of the dice indicate how many pips each checker can be moved. - A checker can only be moved forward. - A checker can be moved to a given point only if: - there is no other checker on this point or - the point is already occupied by the player’s own checkers or - there is only one checker of the opponent on this point (hitting). The numbers of the dice constitute separate moves.

As an example, a player rolls 3 and 1. They can move one checker by 3 pips and another one by 1 pip. However, they may also move the same checker by 4 pips if they can legally move the checker first by 1 pip; followed by 3 pips or first by 3 pips followed by 1 pip.

Notice: For each move, a player has exactly 30 seconds.

A player must use both numbers of a roll or all four numbers of a doublet if this is possible. If only one number can be played, the player has to play it. If either of the numbers can be played individually, but not both numbers together, then they have to play the higher number.


Hitting

An opponent’s sole checker can be hit by strategically moving to the point where it is located. A hit checker is placed on the bar; where it must then go around the board again.


Entering from the Bar

Checkers on the bar must be brought back into play prior to moving any others. A checker can be brought back into play by entering an open point on the opponent’s home board. Additionally, re-entry can be made on the points corresponding to the rolled dice. However, if a player cannot re-enter because the corresponding points are owned by their opponent, then they must pass a turn.


Bearing Checkers Off

Once a player has brought all of their 15 checkers to the home board, they can start bearing off checkers.

A checker can be borne off in the following ways:
- The player may bear off a checker from the point corresponding to the rolled die.
- If there is no checker on the corresponding point, the player must make a legal move from a higher numbered point. If there are no more checkers on higher numbered points, they may bear off a checker from the highest numbered point where there is still a checker.
- A player is never obliged to take a checker off if they have a legal alternative.
- Once a checker has been borne off, it cannot be brought back into play.


End of the Game

There are three different ways a backgammon session can come to an end. First, an opponent resigns, second, a player has removed all 15 checkers from the board, or third, when a player’s clock runs out. In each of these scenarios, one of the players is considered the winner of the game.

Three different winning types:
- A single win: If the loser managed to bear off at least one checker, then the winner takes a single win.
- Gammon: If the loser did not bear off any checkers, the winner takes a "Gammon" victory; which counts as a double win.
- Backgammon: If in addition to the Gammon the loser has at least one checker in the opponent's home board, or on the bar, then the winner takes a "Backgammon" victory; which counts as a triple win.


Cube Actions

Like traditional backgammon, online backgammon at GamedayPoker is played for a given stake per point. Players have two choices: play several games and sum up the result, known as money games, or they can play to an agreed number of points, referred to as match play. In either case, doubling is an important factor of the game.

At the beginning of each game, the stake is one point and a doubling cube is available to both players. During the game, either player may propose the game continue for twice the stake. The opponent has the choice of refusing to play for double; thus losing one point, or taking the double and continuing the game. Should they take the double, the player will own the cube and is the only player who may suggest a redouble. Consequently, if they redouble and their opponent accepts the challenge, the player loses ownership of the cube. Only the owner of the cube may offer subsequent doubles.