BASIC
GAME RULES
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."
In short, players are trying to get all of their pieces past
their opponent's pieces. This is difficult because the pieces
are scattered at first, and may be blocked or captured by
the opponent's pieces.
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
and/or in his opponent's home board by the time his opponent
has borne off all fifteen, 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).
VARIOUS GAME RULES
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.
TOURNAMENT RULES
When backgammon tournaments are held to determine an overall
winner, the usual style of competition is match play. Competitors
are paired off, and each pair plays a series of games to decide
which player progresses to the next round of the tournament.
This series of games is called a match.
Matches are played to a specified number of points. The first
player to accumulate the required points wins the match. Points
are awarded in the usual manner: one for a single game, two
for a gammon, and three for a backgammon. The doubling cube
is used, so the winner receives the value of the game multiplied
by the final value of the doubling cube.
Matches are normally played using the Crawford rule. The
Crawford rule states that if one player reaches a score one
point short of the match, neither player may offer a double
in the immediately following game. This one game without doubling
is called the Crawford game. Once the Crawford game has been
played, if the match has not yet been decided, the doubling
cube is active again.
| Match to 5 |
Result per Game |
White |
Black |
Special Rules |
| Game 1: |
White wins 2 points |
2 |
0 |
Doubling Allowed |
| Game 2: |
Black wins 1 |
2 |
1 |
|
| Game 3: |
White wins 2 points |
4 |
1 |
|
| Game 4: |
Black wins 1 point |
4 |
2 |
Crawford Game |
| Game 5: |
Black wins 2 points |
4 |
4 |
Doubling Allowed |
| Game 6: |
White wins 2 points |
6 |
4 |
White Wins Match |
In this example, White and Black are playing a 5-point match.
After three games White has 4 points, which is just one point
short of what he needs. That triggers the Crawford rule which
says there can be no doubling in next game, Game 4.
There is no bonus for winning more than the required number
of points in match play. The sole goal is to win the match,
and the size of the victory doesn't matter.
Automatic doubles, beavers, and the Jacoby rule are not used
in match play.
|