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Offline Backgammon That's right! You can now play Backgammon FREE and dive straight into one of the oldest and most strategy-intense board games ever! The numbers on the dices will guide you on how many positions your checkers can move. If you had an internet disconnection, Backgammon Live Version. I win so many games because I'm ahead in the race, it's shocking. People Dice don't quench your thirst in the slightest, and if you roll the drink it's even more.## How Many Dice In Backgammon Would you like to stay updated with our Newsletter for new and updated products? Video

How To Use The Doubling Cube in Backgammon Moving you backgammon pieces. Each player’s turn consists of the roll of two dice. A player then moves one or more pieces in accordance with the numbers cast. Assume he rolls The player may move one piece six spaces, or one piece four spaces and another piece two spaces. 1/3/ · On the backgammon board, you can find a total of 24 narrow triangles, called “points”. The board is made of four area called quadrants. Each quadrant contains six points. Understanding the backgammon board. Rules: Backgammon Piece, how many pieces to move in relation to dice numbers? If in the previous example a “4” and a”2” is rolled, the player can chose to move 1 backgammon piece by 4 points and another by 2 points or as seen in the previous diagram, they can choose to move by 6 points providing the previous set of rules are met. (a) For the first game either player may ask to roll for choice of seats, men, or dice. Otherwise they just sit down, set the men up, and play. (b) At the start of any later game either player may ask to mix the dice. In this case he shakes the. This Backgammon for iPad PvP game is better than tabletop and dice games, as well as many board games collection, such as Chinese. Like Backgammon? Enjoy hours of entertainment with our version with 3 games in one – traditional Backgammon, Narde and Fevga. Backgammon is one of the. Offline Backgammon That's right! You can now play Backgammon FREE and dive straight into one of the oldest and most strategy-intense board games ever! The roll of the dice indicates how many points, or pips, the player is to move his checkers. The checkers are always moved forward, to a lower-numbered point. The following rules apply: A checker may be moved only to an open point, one that is not occupied by two or more opposing checkers. The numbers on the two dice constitute separate moves. The backgammon doubling cube resembles a regular die, but it is a little larger, and it has the numbers 2, 4, 8, 16, 32, and 64 printed on its faces. The doubling cube keeps track of the current stakes of the game. Backgammon board 15 checkers for each player (traditionally, one set is tan and the other is brown) Two or four 6-sided dice (traditionally, each player is given their own two 6-sided dice) Optional: a doubling cube. Backgammon Board The board is divided into 4 parts of 6 points. One player moves his checkers clockwise, while the other plays counterclockwise. The movement of the checkers is determined by the roll of 2 dice. A backgammon board. Thirty counters or checkers in two colors, fifteen of the same color for each player. A pair of dice numbered from 1 to 6. For convenience, two pairs of dice (one pair for each player) is best.### Dir **How Many Dice In Backgammon** hГhere *How Many Dice In Backgammon* ab. - Backgammon Online PvP Games

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Easy to learn and fun to play, it is no wonder why it Silver Dollar Casino Calgary withstood the test of time and is played by so many people. For example, if a player has Island Ungarn Prognose one checker remaining on the 6-point, and rolls a 6 and a 1, the player may move the 6-point checker one place to the 5-point with the lower die roll of 1, and then bear that checker off the 5-point using the die roll of 6; Zalim Auf Deutsch is sometimes useful tactically. Views Read Edit View history. The Jacoby rule is widely used in money play but is not used in match play. If you roll a number for which there is no checker on the related point, you must make a legal move using a checker on a higher-numbered point.

For example, if you roll a three and all of your checkers are on the fourth point or higher, you must move one of them forward three points.

If no such move is possible, you must remove a checker from the highest possible point. You are never required to bear off if another legal move is available.

Backgammon can be played as a series of games, with players competing to reach a certain number of points to win. Once you learn how it is easy to use a Backgammon doubling cube.

The first player to move all 15 checkers from their starting position to off the board wins the game. Related Topics.

Board Games. Read More. The cube remains in the middle where no player has control of it. Thereafter, normal doubling rules apply.

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Top Answer. Wiki User Answered Related Questions. How many points are there on a Backgammon board? What is the probability of rolling a number greater than 27?

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What is a dice game that starts with B? What is Backgammon? If the opponent has not yet borne off any checkers when the game ends, the winner scores a gammon , which counts for double stakes.

If the opponent has not yet borne off any checkers and has some on the bar or in the winner's home board, the winner scores a backgammon , which counts for triple stakes.

To speed up match play and to provide an added dimension for strategy, a doubling cube is usually used.

The doubling cube is not a die to be rolled, but rather a marker, with the numbers 2, 4, 8, 16, 32, and 64 inscribed on its sides to denote the current stake.

At the start of each game, the doubling cube is placed on the midpoint of the bar with the number 64 showing; the cube is then said to be "centered, on 1".

When the cube is centered, either player may start their turn by proposing that the game be played for twice the current stakes.

Their opponent must either accept "take" the doubled stakes or resign "drop" the game immediately. Whenever a player accepts doubled stakes, the cube is placed on their side of the board with the corresponding power of two facing upward, to indicate that the right to re-double belongs exclusively to that player.

For instance, if the cube showed the number 2 and a player wanted to redouble the stakes to put it at 4, the opponent choosing to drop the redouble would lose two, or twice the original stake.

There is no limit on the number of redoubles. Although 64 is the highest number depicted on the doubling cube, the stakes may rise to , , and so on.

In money games, a player is often permitted to "beaver" when offered the cube, doubling the value of the game again, while retaining possession of the cube.

A variant of the doubling cube "beaver" is the "raccoon". Players who doubled their opponent, seeing the opponent beaver the cube, may in turn then double the stakes once again "raccoon" as part of that cube phase before any dice are rolled.

The opponent retains the doubling cube. An example of a "raccoon" is the following: White doubles Black to 2 points, Black accepts then beavers the cube to 4 points; White, confident of a win, raccoons the cube to 8 points, while Black retains the cube.

Such a move adds greatly to the risk of having to face the doubling cube coming back at 8 times its original value when first doubling the opponent offered at 2 points, counter offered at 16 points should the luck of the dice change.

Some players may opt to invoke the "Murphy rule" or the "automatic double rule". If both opponents roll the same opening number, the doubling cube is incremented on each occasion yet remains in the middle of the board, available to either player.

The Murphy rule may be invoked with a maximum number of automatic doubles allowed and that limit is agreed to prior to a game or match commencing.

When a player decides to double the opponent, the value is then a double of whatever face value is shown e. The Murphy rule is not an official rule in backgammon and is rarely, if ever, seen in use at officially sanctioned tournaments.

The "Jacoby rule", named after Oswald Jacoby , allows gammons and backgammons to count for their respective double and triple values only if the cube has already been offered and accepted.

This encourages a player with a large lead to double, possibly ending the game, rather than to play it to conclusion hoping for a gammon or backgammon.

The Jacoby rule is widely used in money play but is not used in match play. The "Crawford rule", named after John R.

Crawford , is designed to make match play more equitable for the player in the lead. If a player is one point away from winning a match, that player's opponent will always want to double as early as possible in order to catch up.

Whether the game is worth one point or two, the trailing player must win to continue the match. To balance the situation, the Crawford rule requires that when a player first reaches a score one point short of winning, neither player may use the doubling cube for the following game, called the "Crawford game".

After the Crawford game, normal use of the doubling cube resumes. The Crawford rule is routinely used in tournament match play.

If the Crawford rule is in effect, then another option is the "Holland rule", named after Tim Holland , which stipulates that after the Crawford game, a player cannot double until after at least two rolls have been played by each side.

It was common in tournament play in the s, but is now rarely used. There are many variants of standard backgammon rules.

Some are played primarily throughout one geographic region, and others add new tactical elements to the game.

Variants commonly alter the starting position, restrict certain moves, or assign special value to certain dice rolls, but in some geographic regions even the rules and directions of the checkers' movement change, rendering the game fundamentally different.

Acey-deucey is a variant of backgammon in which players start with no checkers on the board, and must bear them on at the beginning of the game.

The roll of is given special consideration, allowing the player, after moving the 1 and the 2, to select any desired doubles move. A player also receives an extra turn after a roll of or of doubles.

Hypergammon is a variant of backgammon in which players have only three checkers on the board, starting with one each on the 24, 23 and 22 points.

The game has been strongly solved , meaning that exact equities are available for all 32 million possible positions. Nard is a traditional variant from Persia in which basic rules are almost the same except that even a single piece is "safe".

All 15 pieces start on the 24th wedge. Nackgammon is a variant of backgammon invented by Nick "Nack" Ballard [18] in which players start with one less checker on the 6-point and midpoint and two checkers on the point.

Russian backgammon is a variant described in as: " In this variant, doubles are more powerful: four moves are played as in standard backgammon, followed by four moves according to the difference of the dice value from 7, and then the player has another turn with the caveat that the turn ends if any portion of it cannot be completed.

Gul bara and Tapa are also variants of the game popular in southeastern Europe and Turkey. The play will iterate among Backgammon, Gul Bara, and Tapa until one of the players reaches a score of 7 or 5.

Coan ki is an ancient Chinese board game that is very similar. Plakoto , Fevga and Portes are three versions of backgammon played in Greece. Together, the three are referred to as Tavli.

Misere backgammon to lose is a variant of backgammon in which the objective is to lose the game. Tabla is a Bulgarian variant of Backgammon, played without the doubling cube.

Other minor variants to the standard game are common among casual players in certain regions. For instance, only allowing a maximum of five checkers on any point Britain [25] or disallowing "hit-and-run" in the home board Middle East.

Backgammon has an established opening theory , although it is less detailed than that of chess. The tree of positions expands rapidly because of the number of possible dice rolls and the moves available on each turn.

Recent computer analysis has offered more insight on opening plays, but the midgame is reached quickly. After the opening, backgammon players frequently rely on some established general strategies, combining and switching among them to adapt to the changing conditions of a game.

A blot has the highest probability of being hit when it is 6 points away from an opponent's checker see picture.

Strategies can derive from that. The most direct one is simply to avoid being hit, trapped, or held in a stand-off. A "running game" describes a strategy of moving as quickly as possible around the board, and is most successful when a player is already ahead in the race.

As the game progresses, this player may gain an advantage by hitting an opponent's blot from the anchor, or by rolling large doubles that allow the checkers to escape into a running game.

The "priming game" involves building a wall of checkers, called a prime, covering a number of consecutive points.

This obstructs opposing checkers that are behind the prime. A checker trapped behind a six-point prime cannot escape until the prime is broken.

Because the opponent has difficulty re-entering from the bar or escaping, a player can quickly gain a running advantage and win the game, often with a gammon.

A "backgame" is a strategy that involves holding two or more anchors in an opponent's home board while being substantially behind in the race.

The backgame is generally used only to salvage a game wherein a player is already significantly behind. Using a backgame as an initial strategy is usually unsuccessful.

For example, players may position all of their blots in such a way that the opponent must roll a 2 in order to hit any of them, reducing the probability of being hit more than once.

Many positions require a measurement of a player's standing in the race, for example, in making a doubling cube decision, or in determining whether to run home and begin bearing off.

The minimum total of pips needed to move a player's checkers around and off the board is called the "pip count". The difference between the two players' pip counts is frequently used as a measure of the leader's racing advantage.

Players often use mental calculation techniques to determine pip counts in live play. Backgammon is played in two principal variations, "money" and "match" play.

Money play means that every point counts evenly and every game stands alone, whether money is actually being wagered or not.

The format has a significant effect on strategy. In a match, the objective is not to win the maximum possible number of points, but rather to simply reach the score needed to win the match.

For example, a player leading a 9-point match by a score of 7—5 would be very reluctant to turn the doubling cube, as their opponent could take and make a costless redouble to 4, placing the entire outcome of the match on the current game.

Conversely, the trailing player would double very aggressively, particularly if they have chances to win a gammon in the current game.

In money play, the theoretically correct checker play and cube action would never vary based on the score. In , Emmet Keeler and Joel Spencer considered the question of when to double or accept a double using an idealized version of backgammon.

In their idealized version, the probability of winning varies randomly over time by Brownian motion , and there are no gammons or backgammons.

To reduce the possibility of cheating, most good quality backgammon sets use precision dice and a dice cup. Online cheating has therefore become extremely difficult.

In State of Oregon v. Barr , a court case pivotal to the continued widespread organised playing of backgammon in the US, the State argued that backgammon is a game of chance and that it was therefore subject to Oregon's stringent gambling laws.

Paul Magriel was a key witness for the defence, contradicting Roger Nelson, the expert prosecution witness, by saying, "Game theory, however, really applies to games with imperfect knowledge, where something is concealed, such as poker.

Backgammon is not such a game. Everything is in front of you.

Ganz richtig! Mir scheint es die gute Idee. Ich bin mit Ihnen einverstanden.

Es verwundert wirklich.

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