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The player rolling a double gets to make four moves, instead of two. The opponent must attempt to re-enter the checker on the bar on their next roll.
No other plays are possible until the checker is re-entered. There is no limit to the number of checkers that can be sitting on the bar. The doubling cube is a specific game piece that can be used prior to a turn to increase the stakes.
Before a player begins their next turn by rolling the dice, they can propose to increase the current stakes of the game.
Once a checker has been placed on the bar, then the player must start moving it from the beginning of the board to bring it back into play and move it around to their home-board.
A player may not make any further moves until all their checkers on the bar have been brought back into play. To bring a checker back into play from the bar, the player must roll a value corresponding to a point in their opponent's home-board that has no more than one of their opponent's checkers on it.
Once a player has moved all their checkers around the board and into their home-board, they start to "bear-off". Bearing-off is the removal of checkers from the board and out of play.
The way players do this takes a little bit of thought to understand the rules, but once you understand it it makes perfect sense. Players may bear off a checker by rolling a dice value that corresponds to the point number it is on.
So if a player rolls a 5 with one of their dice, they may remove bear-off a checker on the 5-point.
If they had a checker on their 6-point they may instead chose to move this 5 points to their 1-point. The best way to understand and enjoy the game is by practicing with a friend or play backgammon online on different websites.
Stay tuned on Backgammon Rules for more information about how to play backgammon, how to use the doubling cube, more strategic articles, online backgammon websites reviews and more.
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Play again. Backgammon is meant to be played more than once, since each game is worth a certain amount of points. You can even set a goal to play until the losing player loses a certain amount of points.
If you are playing for fun, you don't have to use the doubling cube because you aren't playing for points. Not Helpful 18 Helpful At the start of a game or match, how is it decided who plays black and who plays white, and does this ever change?
Tournament rules state that disagreements over this and similar preferences can be determined by rolling dice, with the high roller getting his first choice.
Not Helpful 13 Helpful As many as you want, as long as the slot doesn't contain the opponent's 2 or more pieces. Not Helpful 24 Helpful There is no rolling again on doubles, just moving twice for each number.
Not Helpful 22 Helpful Just leave them there. You can't move them out of your inner table, the only way they can get it is if they're placed on the bar by an opponents man aka checker.
Not Helpful 16 Helpful It depends. If you're rolling a 1 or a 2 as your first move, and will be the best. Not Helpful 27 Helpful You can only start bearing off men aka checkers once you have all your men in your inner table.
Once you do have that it's probably better to try and bear them all off, because the first person to have all their pieces beared off is the person who wins.
However, you can choose to move it instead of bearing it off. I moved my markers incorrectly to the number rolled and it wasn't discovered until my opponent had rolled but not played.
Is it too late for me to place my markers in the correct spot? There is no technical rule about this, so you have to decide between yourself and the other player whether you think that would be fair.
Usually moves are set in stone, but if you can easily figure out and undo everything that has been affected by the false move, ask your opponent if it's OK with them.
Not Helpful 12 Helpful It is difficult if you are a beginner, but you will get the hang of it the more that you practice. Do I have to make a move if it puts my stone in jeopardy, or can I forfeit my turn?
No, you must move a checker if there is an open spot. The only time you forfeit is when all spots that correspond to the number you rolled have two or more checkers from the opposing player on them.
Not Helpful 7 Helpful Unanswered Questions. Are there different ways to play backgammon? What do I do if someone is doubling the cube in backgammon?
Are there different kinds of backgammon? Do I need to forfeit my moves in backgammon if the space is blocked?
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If you rolled the same number on both dice like , that's a double. If you rolled a double, instead of moving twice the number you got, you move four times the number you got.
For example, if you rolled , you move 3 steps four times. Helpful 4 Not Helpful 1. If the dice or even only one die fall off the board or lands on a checker, you must roll them both again.
Helpful 4 Not Helpful 3. Submit a Tip All tip submissions are carefully reviewed before being published. Related wikiHows.
More References 8. Co-authors: Updated: November 17, Categories: Backgammon. Article Summary X Backgammon is a 2-player board game that is played on a backgammon board, which is a board divided in the middle with 12 triangular spaces, called points, in each quadrant.
A player is under no obligation to bear off if he can make an otherwise legal move. Figure 5. White rolls and bears off two checkers.
A player must have all of his active checkers in his home board in order to bear off. If a checker is hit during the bear-off process, the player must bring that checker back to his home board before continuing to bear off.
The first player to bear off all fifteen checkers wins the game. Backgammon is played for an agreed stake per point. Each game starts at one point.
During the course of the game, a player who feels he has a sufficient advantage may propose doubling the stakes. He may do this only at the start of his own turn and before he has rolled the dice.
A player who is offered a double may refuse , in which case he concedes the game and pays one point. Otherwise, he must accept the double and play on for the new higher stakes.
A player who accepts a double becomes the owner of the cube and only he may make the next double. Subsequent doubles in the same game are called redoubles.
If a player refuses a redouble, he must pay the number of points that were at stake prior to the redouble. Otherwise, he becomes the new owner of the cube and the game continues at twice the previous stakes.