Each side of
the board has a track of twelve adjacent spaces, called points and usually
represented by long triangles of alternating (but meaningless) color. The
tracks are imagined to be connected across the break in the middle and on
just one edge of the board, making a continuous line (but not a circle) of
twenty-four points. The points are numbered from 1 to 24, with checkers
always moving from higher-numbered points to lower-numbered points. The
two players move their checkers in opposite directions, so the 1-point for
one player is the 24-point for the other. Some recorded games, however,
keep the numbering of the points constant from the perspective of one
player.
Each player begins with two checkers on his 24-point, three checkers on
his 8-point, and five checkers each on his 13-point and his 6-point.
Note that the board as shown can be flipped horizontally, with starting
positions and direction of play likewise flipped but with no changes to
the mechanics of gameplay. The two orientations are equally common and
game boards are all designed to be played both ways.
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.
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.
When all of a player's checkers are in his home board, he may remove them
from the board, or bear them off. A roll of 1 may be used to bear off a
checker from the 1-point, a 2 from the 2-point, etc. A number may not be
used to bear off checkers from a lower point unless there are no checkers
on any higher points. For example, a 4 may be used to bear off a checker
from the 3-point only if there are no checkers on the 4-, 5-, and
6-points.
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.If one player has not borne off any checkers by the time his
opponent has borne off all fifteen, he has lost a gammon, which counts for
twice a normal loss. If a player has not borne off any checkers, and still
has checkers on the bar, or in his opponent's home board by the time his
opponent has borne off all fifteen, or both, he has lost a backgammon,
which counts for triple a normal loss. Sometimes a distinction is made
between pieces in the opponent's home board (triple loss) and pieces on
the bar (quadruple loss). |
The doubling
cube
To speed up match play and to increase the intensity of play and the need
for strategy, a doubling cube is usually used. A doubling cube is a 6
sided die that instead of the numbers 1, 2, 3, 4, 5, 6 on it, has the
numbers 2, 4, 8, 16, 32, 64 on it. If a player believes his position to be
superior he may, before rolling the dice on his turn, double, i.e., demand
that the game be played for twice the current stakes. The doubling cube is
placed with the 2 side face up to show that the game's value has been
doubled. His opponent must either accept the challenge or resign the game
on the spot. Thereafter the right to redouble (double again) belongs
exclusively to the player who last accepted a double. If this occurs, the
cube is placed with the face of the next power of 2 showing.
The game rarely is redoubled beyond 4 times the original stake, but there
is no theoretical limit on the number of doubles. Even though 64 is the
highest number on the doubling cube, the stakes may rise to 128, 256, 512
and so on.
Beavers
A common rule allows beavers - the right for a player to immediately
redouble when offered the doubling cube, while retaining the cube instead
of giving it back up. (The redouble must be called before the originally
doubling player rolls the dice.) In this way, the stakes of the game can
rise dramatically.
Beavers are commonly allowed when backgammon is played for money game by
game, and usually not allowed in matches.
Jacoby Rule
The Jacoby Rule makes gammons and backgammons count for their respective
double and triple points only if there has been at least one use of the
doubling cube in the game. This encourages a player with a large lead in a
game to double, and thus likely end the game, rather than see the game out
to its conclusion in hopes of a gammon or backgammon. The Jacoby Rule is
widely used in money play, but is not used in match play.
Crawford Rule
The Crawford Rule makes match play much more fair for the player in the
lead. If a player is one point away from winning a match, his opponent has
no reason not to double; after all, a win in the game by the player in the
lead would cause him to win the match regardless of the doubled stakes,
while a win by the opponent would benefit twice as much if the stakes are
double. Thus there is no advantage towards winning the match to being one
point shy of winning, if one's opponent is two points shy!
To remedy this situation, the Crawford Rule requires that when a player
becomes one single point short of winning the match, neither player may
use the doubling cube for a single game, called the Crawford Game. As soon
as the Crawford Game is over, any further games use the doubling cube
normally.
Not quite as universal as the Jacoby Rule, the Crawford Rule is widely
used and generally assumed to be in effect for match play.
Automatic Doubles
When Automatic Doubles are used, any re-rolls that players must make at
the very start of a game (when each player rolls one die) have the
side-effect of causing a double. Thus, a 3-3 roll, followed by a re-roll
of 5-5, followed by a re-roll of 1-4 that begins the game in earnest, will
cause the game to be played from the start with 4-times normal stakes. The
doubling cube stays in the middle, with both players having access to it.
The Jacoby Rule is still in effect.
Automatic Doubles are common in money games (upon agreement). They are
never used in match play. |